Problème de leaks : hammer

  • Initiateur de la discussion soan62
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soan62

soan62

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Bonjour ou bonsoir à tous, je vous envoi ce message pour vous faire part d'une chose, lorsque je décompile ( avec autorisation ) ou que le créateur me passe sa map en .vmf sans même rien fais dessus je la compile en .bsp et lorsque je regarde les logs je vois des choses leaks ( light, point_light, prop_staitc etc.. etc.. ) Merci de m'aider :)
 
Lap3che

Lap3che

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Envoie nous ton compile log
 
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soan62

soan62

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** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_area09"

Failed to load keyvalues file cfg/mount.cfg!
Valve Software - vbsp.exe (Feb 12 2019)
2 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials
Loading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_area09.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/rp_area09/nature/blendmilground019_rock002_wvt_patch
Patching WVT material: maps/rp_area09/nature/blendsandsand008a_wvt_patch
Patching WVT material: maps/rp_area09/nature/alba_blend_ah_grass_dead_grass_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity prop_static (-5340.66 -8410.32 -119.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 3584.0 2168.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0 4096.0 2168.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0 4096.0 2168.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 2560.0 2168.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 1536.0 2168.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (512.0 4096.0 2168.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-512.0 4096.0 2168.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1536.0 4096.0 2168.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 592 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (3)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (4) (3120733 bytes)
Static prop models/props_wasteland/prison_lamp001b.mdl outside the map (-4744.00, -8320.00, 88.73)
Static prop models/cliffs/rockcluster02.mdl outside the map (-5440.00, -8384.00, -144.00)
Static prop models/perftest/rocksground01b.mdl outside the map (-5310.04, -8242.18, -119.00)
Static prop models/cliffs/rocks_small02.mdl outside the map (-5340.66, -8410.32, -119.00)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 12243 texinfos to 6214
Reduced 135 texdatas to 128 (3665 bytes to 3330)
Writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_area09.bsp
13 seconds elapsed
 
Lap3che

Lap3che

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Tu as des leak d’areaportal
 
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soan62

soan62

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Comment les réglés?
 
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lampoule

lampoule

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Map> load pointfile
Ca veut dire que tu a un troue (un accès pour toucher les 2 coter de ton areaportal , suis le trait rouge et bouche le trous via un brush (displacement et func_detail ne bouche pas les troue) et re compile et refait load portal file
Tu le fait jusqu'à ne plus avoir de trait rouge
 
  • Initiateur de la discussion
soan62

soan62

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Peux-tu m'expliquer plus simplement, je suis encore débutant dans Hammer
 
Geams952

Geams952

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Ta un leak soit un trou dans ta skybox (Gros bloc qui entoure ta map avec la texture tools/skybox) et Hammer n'aime pas les trou donc il est contrarié et il veut pas compiler ta map donc pour cela tu doit suivre les instructions en haut, du moins une partie. Si sa ne marche toujours pas regarde si le radius merdique n'est pas activé (C'est l'icon sur le screen) et si il est activé et bien tu le désactive en appuyant dessus une seule fois ou alors tu fait "C".
14411
 
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lampoule

lampoule

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soan62 à dit:
Peux-tu m'expliquer plus simplement, je suis encore débutant dans Hammer
Tu vas dans map en haut puis tu clique sur load point file
Un trait rouge apparais , ce trait passe par le troue il faut que tu rebouche ce troue
 
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