Problème de luminosité mais pourtant rien d'anormal à première vue... :/

  • Initiateur de la discussion SofianeLasri
  • Date de début
  • Initiateur de la discussion
SofianeLasri

SofianeLasri

Geek suprême
Messages
393
Score réaction
149
Points
160
Bonjour, je dois avouer que je sèche là ! Mon ami m'a donné sa map car il m'a dit qu'il avait un problème et à première vue, je n'ai constaté qu'un manque considérable d'optimisation (il a supprimé tous les areaportals! xD). Mais mis à part çà la map est relativement propre et ne possède pas d'erreur particulière, sauf qu'en la testant en jeu (sur gmod car hl2 ep 2 n'aime pas la painted skybox) j'ai vu que la luminosité = 0. J'ai regardé partout, j'ai supprimé certains éléments qui paraissaient louches mais le problème persiste... :/

Le log de compilation n'indique en rien un problème de ce genre (sauf que la skybox painted est introuvable mais je ne pense pas que cela soit un problème étant donné que Rockford possède cette skybox). Alors du coup j'avoue que je sèche complètement, en plus je ne sais pas trop comment il travail sur hammer. Je n'ai jamais eu un problème de ce genre! x)

Je vous met le log si jamais vous trouvez une erreur que je n'aurais pas vu. Si quelqu'un à déjà eu un problème similaire, ce serais cool qu'il me fasse part de la manière dont il l'a corrigé. ;)

Code:
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vbsp.exe"
** Parameters: -notjunc -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "c:\users\pc\owncloud\hammer map\atrium rockford\rp_atrium_rockford_test"
Valve Software - vbsp.exe (May 15 2014)
notjunc = true
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\materials
Loading c:\users\pc\owncloud\hammer map\atrium rockford\rp_atrium_rockford_test.vmf
Error! Variable "%keywords" is multiply defined in material "plaster/plaster_ext_02"!
Can't find surfaceprop sheetrock for material PLASTER/PLASTER_INT_18, using default
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop marble for material AGENCY/FLOOR/MARBLE01A, using default
Can't find surfaceprop marble for material AGENCY/WALL/MARBLE01, using default
material "brick/shalewall001b" not found.
Material not found!: BRICK/SHALEWALL001B
Can't find surfaceprop marble for material AGENCY/FLOOR/MARBLE02, using default
Can't find surfaceprop stone for material STONE/INFWLLFTOP, using default
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\gameinfo.txt
Patching WVT material: maps/rp_atrium_rockford_test/statua/nature/rockfordgrass1_wvt_patch
Patching WVT material: maps/rp_atrium_rockford_test/nature/blendgrassgravel001a_wvt_patch
Patching WVT material: maps/rp_atrium_rockford_test/statua/nature/rockfordgrass1_noprop_wvt_patch
fixing up env_cubemap materials on brush sides...
env_cubemap pointing at deleted brushside near (-7992, 2023, 690)
env_cubemap pointing at deleted brushside near (-7995, 3288, 796)
env_cubemap pointing at deleted brushside near (-8904, 2624, 790)
env_cubemap pointing at deleted brushside near (-7096, 2602, 755)
env_cubemap pointing at deleted brushside near (-7979, 4378, 72)
env_cubemap pointing at deleted brushside near (-8000, 5009, 72)
env_cubemap pointing at deleted brushside near (-6657, 4958, 72)
env_cubemap pointing at deleted brushside near (-6697, 6797, 72)
env_cubemap pointing at deleted brushside near (-4504, 5042, 228)
env_cubemap pointing at deleted brushside near (-2561, 4970, 608)
Multiple references for cubemap on texture maps/rp_atrium_rockford_test/agency/floor/marble01a_-3879_-4576_135!!!
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...error: material STATUA/WATER_HRP_MAT doesn't have a $bottommaterial
error: material STATUA/WATER_HRP_MAT doesn't have a $bottommaterial
error: material STATUA/WATER_HRP_MAT doesn't have a $bottommaterial
done (0)
Chop Details...done (1)
Find Visible Detail Sides...
Merged 2802 detail faces...done (2)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (6)
writing c:\users\pc\owncloud\hammer map\atrium rockford\rp_atrium_rockford_test.prt...Building visibility clusters...
done (0)
material "skybox/paintedrt" not found.
Can't load skybox file skybox/painted to build the default cubemap!
Can't load skybox file skybox/painted to build the default cubemap!
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
Can't find surfaceprop asphalt for material concrete/roadcrosswalk_overlay, using default
Can't find surfaceprop asphalt for material concrete/roadcrosswalk_overlay_2, using default
Building Physics collision data...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (2) (16984140 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9.Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material NATURE/BLENDMILGROUND004_2 uses unknown detail object type militia_sand_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
Material STATUA/NATURE/ROCKFORDGRASS1 uses unknown detail object type militia_darkleaves_grass!
..10
Compacting texture/material tables...
Reduced 12561 texinfos to 7281
Reduced 1464 texdatas to 1258 (83583 bytes to 73344)
Writing c:\users\pc\owncloud\hammer map\atrium rockford\rp_atrium_rockford_test.bsp
33 seconds elapsed -0.975553 -1.268733 0.000000 0.000000 -1.246832 0.000000 -0.975553 -1.246832 0.000000 -0.975553 -1.290635 0.000000
make_triangles:calc_triangle_representation: Cannot convert -0.975553 -1.268733 0.000000 0.000000 -1.246832 0.000000 -0.975553 -1.246832 0.000000 -0.975553 -1.290635 0.000000
make_triangles:calc_triangle_representation: Cannot convert
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vvis.exe"
** Parameters: -fast -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "c:\users\pc\owncloud\hammer map\atrium rockford\rp_atrium_rockford_test"
Valve Software - vvis.exe (May 15 2014)
fastvis = true
4 threads
reading c:\users\pc\owncloud\hammer map\atrium rockford\rp_atrium_rockford_test.bsp
reading c:\users\pc\owncloud\hammer map\atrium rockford\rp_atrium_rockford_test.prt
6017 portalclusters
17968 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (13)
Optimized: 333307 visible clusters (3.61%)
Total clusters visible: 9234690
Average clusters visible: 1534
Building PAS...
Average clusters audible: 3488
visdatasize:4590418 compressed from 9145840
writing c:\users\pc\owncloud\hammer map\atrium rockford\rp_atrium_rockford_test.bsp
16 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" "c:\users\pc\owncloud\hammer map\atrium rockford\rp_atrium_rockford_test"
Valve Software - vrad.exe SSE (May 15 2014) Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading c:\users\pc\owncloud\hammer map\atrium rockford\rp_atrium_rockford_test.bsp
Error! Invalid VTX file checksum: 378171899, expected -1907562166 "models/props_junk/petfoodbag01.dx80.vtx"
Error! Invalid VTX file checksum: 1015110034, expected 193026319 "models/props_junk/dumpster.dx80.vtx"
Error! Unable to load file "models/props_foliage/urban_streettree01.dx80.vtx"
Error! Unable to load file "models/props_foliage/mall_bigleaves_plant03.dx80.vtx"
Error! Unable to load file "models/props_foliage/mall_pot_large01.dx80.vtx"
Error! Unable to load file "models/props_foliage/mall_small_palm01.dx80.vtx"
Error! Unable to load file "models/props_foliage/mall_pot_squarexl01.dx80.vtx"
Error! Unable to load file "models/props_foliage/mall_big_plant01.dx80.vtx"
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Setting up ray-trace acceleration structure... Done (23.28 seconds)
34557 faces
22 degenerate faces
23409124 square feet [3370913792.00 square inches]
1322 Displacements
8492979 Square Feet [1222988928.00 Square Inches]
34535 patches before subdivision
732771 patches after subdivision
sun extent from map=0.000000
971 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (471)
BuildVisLeafs: 0...1...2...3...4...5...6...7...
** Executing...
** Command: Copy File
** Parameters: "c:\users\pc\owncloud\hammer map\atrium rockford\rp_atrium_rockford_test.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2\maps\rp_atrium_rockford_test.bsp"
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2.exe"
** Parameters: -noborder -windowed -allowdebug -game "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2" +map "rp_atrium_rockford_test"
PS : La map est assez mal conçue dans l'ensemble, je pense que c'est dut à ça.
 
  • Initiateur de la discussion
SofianeLasri

SofianeLasri

Geek suprême
Messages
393
Score réaction
149
Points
160
Ah, j'avais oublié que le hammer de Garry's supporte le env_skypaint, je test çà tout de suite.
 
Taink

Taink

El Magnifico
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Je vois pas vraiment ce que tu veux dire :x
 
  • Initiateur de la discussion
SofianeLasri

SofianeLasri

Geek suprême
Messages
393
Score réaction
149
Points
160
Taink à dit:
Je vois pas vraiment ce que tu veux dire :x
Oui désolé je n'ai pas mis de screen, j'attend la fin de la compile là. ;)
 
  • Initiateur de la discussion
SofianeLasri

SofianeLasri

Geek suprême
Messages
393
Score réaction
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Autant pour moi, c'était bien à cause de hammer. ;)
 
FridomFR

FridomFR

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D'accord ;)
Au pire moi ce que j'ai fait c'est que j'ai supprimer tous les cube map on voit pas la difference ^^
 
Taink

Taink

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FridomFR à dit:
D'accord ;)
Au pire moi ce que j'ai fait c'est que j'ai supprimer tous les cube map on voit pas la difference ^^
Si tu ne fait pas buildcubemaps forcément il ne va pas y en avoir, il y en a forcément une cependant.
 
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SofianeLasri

SofianeLasri

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Taink à dit:
Si tu ne fait pas buildcubemaps forcément il ne va pas y en avoir, il y en a forcément une cependant.
La default cubemap non? ;)
 
Steinman78

Steinman78

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Code:
BuildVisLeafs: 0...1...2...3...4...5...6...7...
Ton vvis crash, et comme tu l'as dit avant, c'est dû à l'absence d'optimisation
 
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SofianeLasri

SofianeLasri

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Steinman78 à dit:
Code:
BuildVisLeafs: 0...1...2...3...4...5...6...7...
Ton vvis crash, et comme tu l'as dit avant, c'est dû à l'absence d'optimisation
Oui j'ai vu, mais c'est une vraie galère à optimiser ce qu'il a fait, je ferais çà plus-tard! x)
 
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