Problème Hammer

  • Initiateur de la discussion mrcodsv
  • Date de début
  • Initiateur de la discussion
mrcodsv

mrcodsv

Geek suprême
Messages
214
Score réaction
33
Points
130
Bonjour à tous!

Alors en fait, j'ai la map Townsend Remix qui m'a été donné par la personne qui l'a modifié,
j'arrive à très bien compiler la map ".Vmf' qu'il m'a donné, le problème c'est que lorsque je veux modifier une texture en la remplaçant par une autre elle ne se compil plus, elle trouve des leaks alors qu'il n'y en avait pas.. Pourriez vous m'aidez?
Merci tout le monde :)
 
  • Initiateur de la discussion
mrcodsv

mrcodsv

Geek suprême
Messages
214
Score réaction
33
Points
130
UP
 
Taink

Taink

El Magnifico
Messages
5 292
Score réaction
2 720
Points
965
mrcodsv à dit:
Bonjour à tous!

Alors en fait, j'ai la map Townsend Remix qui m'a été donné par la personne qui l'a modifié,
j'arrive à très bien compiler la map ".Vmf' qu'il m'a donné, le problème c'est que lorsque je veux modifier une texture en la remplaçant par une autre elle ne se compil plus, elle trouve des leaks alors qu'il n'y en avait pas.. Pourriez vous m'aidez?
Merci tout le monde :)
Ça dépend de la texture que tu modifies.
Pour le droit de modifier, il faudrait idéalement aussi demander au créateur original si il est d'accord.

P.S: Pas besoin de up à 3h30 d'intervalle...
 
  • Initiateur de la discussion
mrcodsv

mrcodsv

Geek suprême
Messages
214
Score réaction
33
Points
130
Le créateur est d'accord c'est lui même qui me l'a fourni, la texture que je modifie est une route je veut mettre la texture "ajacks_road1" et cela ne se compile plus
 
Taink

Taink

El Magnifico
Messages
5 292
Score réaction
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Envoie ton compile log
 
  • Initiateur de la discussion
mrcodsv

mrcodsv

Geek suprême
Messages
214
Score réaction
33
Points
130
Voici mon logs avec la compil du VMF original:


** Executing...
** Command: "D:\Jeux\steamapps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -game "D:\Jeux\steamapps\common\GarrysMod\garrysmod" "D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7.vmf"

Valve Software - vbsp.exe (Apr 17 2017)
8 threads
materialPath: D:\Jeux\steamapps\common\GarrysMod\garrysmod\materials
Loading D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7.vmf
material "l_mats/waben_street_2" not found.
Material not found!: L_MATS/WABEN_STREET_2
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "l_mats/forestblend1" not found.
Material not found!: L_MATS/FORESTBLEND1
material "l_mats/techwall1" not found.
Material not found!: L_MATS/TECHWALL1
material "l_mats/support_1" not found.
Material not found!: L_MATS/SUPPORT_1
material "l_mats/l_rgb20" not found.
Material not found!: L_MATS/L_RGB20
material "l_mats/forest_grass_01" not found.
Material not found!: L_MATS/FOREST_GRASS_01
material "l_mats/l_techwall10" not found.
Material not found!: L_MATS/L_TECHWALL10
material "l_mats/large_floor_1a" not found.
Material not found!: L_MATS/LARGE_FLOOR_1A
material "l_mats/techwall4" not found.
Material not found!: L_MATS/TECHWALL4
material "l_mats/techwall2" not found.
Material not found!: L_MATS/TECHWALL2
material "l_mats/techwall5" not found.
Material not found!: L_MATS/TECHWALL5
material "l_mats/techglass_128x128" not found.
Material not found!: L_MATS/TECHGLASS_128X128
material "l_mats/l_rgb_blue" not found.
Material not found!: L_MATS/L_RGB_BLUE
material "l_mats/l_rgb_green" not found.
Material not found!: L_MATS/L_RGB_GREEN
material "l_mats/l_rgb100" not found.
Material not found!: L_MATS/L_RGB100
material "l_mats/lyzz_mapper" not found.
Material not found!: L_MATS/LYZZ_MAPPER
material "l_mats/grp" not found.
Material not found!: L_MATS/GRP
Could not locate 'GameData' key in d:\jeux\steamapps\common\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/rp_townsend_remix_7/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/rp_townsend_remix_7/nature/blendsandsand008b_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 804 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/mpa104*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/mpa104*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (2) (3927280 bytes)
Error! To use model "models/props_vehicles/car001b_phy.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_vehicles/car001b_phy.mdl"!
Error loading studio model "models/props_pipes/pipeset32d_256_001a.mdl"!
Error loading studio model "models/lt_c/holo_wall_unit.mdl"!
Error loading studio model "models/props_wasteland/coolingtank01.mdl"!
Error loading studio model "models/props_rooftop/antenna01a.mdl"!
Error! To use model "models/props_combine/breenconsole.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_combine/breenconsole.mdl"!
Error loading studio model "models/props_trainstation/benchoutdoor01a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 14729 texinfos to 6796
Reduced 710 texdatas to 597 (36936 bytes to 31941)
Writing D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7.bsp
13 seconds elapsed

** Executing...
** Command: "D:\Jeux\steamapps\common\GarrysMod\bin\vvis.exe"
** Parameters: -game "D:\Jeux\steamapps\common\GarrysMod\garrysmod" "D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7"

Valve Software - vvis.exe (Apr 17 2017)
8 threads
reading d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.bsp
reading d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.prt
2698 portalclusters
6944 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (800)
Optimized: 7474 visible clusters (0.83%)
Total clusters visible: 900754
Average clusters visible: 333
Building PAS...
Average clusters audible: 1061
visdatasize:749055 compressed from 1856224
writing d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.bsp
13 minutes, 20 seconds elapsed

** Executing...
** Command: "D:\Jeux\steamapps\common\GarrysMod\bin\vrad.exe"
** Parameters: -both -game "D:\Jeux\steamapps\common\GarrysMod\garrysmod" "D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7"

Valve Software - vrad.exe SSE (Apr 17 2017)

Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.bsp
Setting up ray-trace acceleration structure... Done (4.29 seconds)
25700 faces
2 degenerate faces
6574448 square feet [946720512.00 square inches]
180 Displacements
608705 Square Feet [87653600.00 Square Inches]
25698 patches before subdivision
366008 patches after subdivision
sun extent from map=0.034899
2079 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (156)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (35)
transfers 39362287, max 1571
transfer lists: 300.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1329779, 1193759, 837872)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(378053, 319027, 177510)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(82856, 64791, 34913)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(27336, 20209, 9265)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(8306, 5698, 2452)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(2890, 1857, 708)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1005, 598, 207)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(366, 202, 63)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(135, 69, 19)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(51, 24, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(19, 8, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(7, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0816 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11)
FinalLightFace Done
1283 of 1793 (71% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (71)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 566/1024 27168/49152 (55.3%)
brushes 7319/8192 87828/98304 (89.3%) VERY FULL!
brushsides 50541/65536 404328/524288 (77.1%)
planes 15674/65536 313480/1310720 (23.9%)
vertexes 40049/65536 480588/786432 (61.1%)
nodes 11594/65536 371008/2097152 (17.7%)
texinfos 6796/12288 489312/884736 (55.3%)
texdata 597/2048 19104/65536 (29.2%)
dispinfos 180/0 31680/0 ( 0.0%)
disp_verts 7868/0 157360/0 ( 0.0%)
disp_tris 11616/0 23232/0 ( 0.0%)
disp_lmsamples 1463952/0 1463952/0 ( 0.0%)
faces 25700/65536 1439200/3670016 (39.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 18841/65536 1055096/3670016 (28.7%)
leaves 12161/65536 389152/2097152 (18.6%)
leaffaces 30482/65536 60964/131072 (46.5%)
leafbrushes 12199/65536 24398/131072 (18.6%)
areas 28/256 224/2048 (10.9%)
surfedges 200374/512000 801496/2048000 (39.1%)
edges 122641/256000 490564/1024000 (47.9%)
LDR worldlights 2079/8192 182952/720896 (25.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 2839/32768 28390/327680 ( 8.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 52935/65536 105870/131072 (80.8%) VERY FULL!
cubemapsamples 57/1024 912/16384 ( 5.6%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 15740088/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 749055/16777216 ( 4.5%)
entdata [variable] 399779/393216 (101.7%) VERY FULL!
LDR ambient table 12161/65536 48644/262144 (18.6%)
HDR ambient table 12161/65536 48644/262144 (18.6%)
LDR leaf ambient 44564/65536 1247792/1835008 (68.0%)
HDR leaf ambient 12161/65536 340508/1835008 (18.6%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/91246 ( 0.0%)
pakfile [variable] 4940547/0 ( 0.0%)
physics [variable] 3927280/4194304 (93.6%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 73424
Writing d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.bsp
4 minutes, 41 seconds elapsed
Valve Software - vrad.exe SSE (Apr 17 2017)

Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.bsp
Setting up ray-trace acceleration structure... Done (4.45 seconds)
25700 faces
2 degenerate faces
6574448 square feet [946720512.00 square inches]
180 Displacements
608705 Square Feet [87653600.00 Square Inches]
25698 patches before subdivision
366008 patches after subdivision
sun extent from map=0.034899
2079 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (156)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (35)
transfers 39362287, max 1571
transfer lists: 300.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1329685, 1193372, 837412)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(378042, 318990, 177473)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(82854, 64783, 34906)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(27336, 20207, 9264)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(8306, 5698, 2451)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(2890, 1856, 708)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1005, 598, 207)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(366, 202, 63)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(135, 69, 19)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(51, 24, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(19, 8, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(7, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0978 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (12)
FinalLightFace Done
1283 of 1793 (71% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (75)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 566/1024 27168/49152 (55.3%)
brushes 7319/8192 87828/98304 (89.3%) VERY FULL!
brushsides 50541/65536 404328/524288 (77.1%)
planes 15674/65536 313480/1310720 (23.9%)
vertexes 40049/65536 480588/786432 (61.1%)
nodes 11594/65536 371008/2097152 (17.7%)
texinfos 6796/12288 489312/884736 (55.3%)
texdata 597/2048 19104/65536 (29.2%)
dispinfos 180/0 31680/0 ( 0.0%)
disp_verts 7868/0 157360/0 ( 0.0%)
disp_tris 11616/0 23232/0 ( 0.0%)
disp_lmsamples 1463952/0 1463952/0 ( 0.0%)
faces 25700/65536 1439200/3670016 (39.2%)
hdr faces 25700/65536 1439200/3670016 (39.2%)
origfaces 18841/65536 1055096/3670016 (28.7%)
leaves 12161/65536 389152/2097152 (18.6%)
leaffaces 30482/65536 60964/131072 (46.5%)
leafbrushes 12199/65536 24398/131072 (18.6%)
areas 28/256 224/2048 (10.9%)
surfedges 200374/512000 801496/2048000 (39.1%)
edges 122641/256000 490564/1024000 (47.9%)
LDR worldlights 2079/8192 182952/720896 (25.4%)
HDR worldlights 2079/8192 182952/720896 (25.4%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 2839/32768 28390/327680 ( 8.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 52935/65536 105870/131072 (80.8%) VERY FULL!
cubemapsamples 57/1024 912/16384 ( 5.6%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 15740088/0 ( 0.0%)
HDR lightdata [variable] 15740088/0 ( 0.0%)
visdata [variable] 749055/16777216 ( 4.5%)
entdata [variable] 399779/393216 (101.7%) VERY FULL!
LDR ambient table 12161/65536 48644/262144 (18.6%)
HDR ambient table 12161/65536 48644/262144 (18.6%)
LDR leaf ambient 44564/65536 1247792/1835008 (68.0%)
HDR leaf ambient 44560/65536 1247680/1835008 (68.0%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/91246 ( 0.0%)
pakfile [variable] 4940547/0 ( 0.0%)
physics [variable] 3927280/4194304 (93.6%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 73424
Writing d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.bsp
4 minutes, 45 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7.bsp" "D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7.bsp"



--------------------------------------------------------------------------------------------------------------------------------------
Voici mon logs avec juste une seul texture modifiée:


** Executing...
** Command: "D:\Jeux\steamapps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -game "D:\Jeux\steamapps\common\GarrysMod\garrysmod" "D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7.vmf"

Valve Software - vbsp.exe (Apr 17 2017)
8 threads
materialPath: D:\Jeux\steamapps\common\GarrysMod\garrysmod\materials
Loading D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7.vmf
material "l_mats/waben_street_2" not found.
Material not found!: L_MATS/WABEN_STREET_2
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "l_mats/forestblend1" not found.
Material not found!: L_MATS/FORESTBLEND1
material "l_mats/techwall1" not found.
Material not found!: L_MATS/TECHWALL1
material "l_mats/support_1" not found.
Material not found!: L_MATS/SUPPORT_1
material "l_mats/l_rgb20" not found.
Material not found!: L_MATS/L_RGB20
material "l_mats/forest_grass_01" not found.
Material not found!: L_MATS/FOREST_GRASS_01
material "l_mats/l_techwall10" not found.
Material not found!: L_MATS/L_TECHWALL10
material "l_mats/large_floor_1a" not found.
Material not found!: L_MATS/LARGE_FLOOR_1A
material "l_mats/techwall4" not found.
Material not found!: L_MATS/TECHWALL4
material "l_mats/techwall2" not found.
Material not found!: L_MATS/TECHWALL2
material "l_mats/techwall5" not found.
Material not found!: L_MATS/TECHWALL5
material "l_mats/techglass_128x128" not found.
Material not found!: L_MATS/TECHGLASS_128X128
material "l_mats/l_rgb_blue" not found.
Material not found!: L_MATS/L_RGB_BLUE
material "l_mats/l_rgb_green" not found.
Material not found!: L_MATS/L_RGB_GREEN
material "l_mats/l_rgb100" not found.
Material not found!: L_MATS/L_RGB100
material "l_mats/lyzz_mapper" not found.
Material not found!: L_MATS/LYZZ_MAPPER
material "l_mats/grp" not found.
Material not found!: L_MATS/GRP
Could not locate 'GameData' key in d:\jeux\steamapps\common\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/rp_townsend_remix_7/nature/blendsandsand008b_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_static (3464.00 2792.00 180.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6656.0 7168.0 260.0)
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 (7168.0 6656.0 260.0)
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 (5632.0 7168.0 260.0)
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 (4608.0 7168.0 260.0)
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 (7168.0 5632.0 260.0)
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 (7168.0 4608.0 260.0)
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 (6144.0 3584.0 260.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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 (7168.0 3584.0 260.0)
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...
Brush 229739: areaportal brush doesn't touch two areas

Brush 229739: areaportal brush doesn't touch two areas
done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 734 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/mpa104*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/mpa104*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (1) (3173210 bytes)
Error! To use model "models/props_vehicles/car001b_phy.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_vehicles/car001b_phy.mdl"!
Static prop models/props_wasteland/rockcliff05e.mdl outside the map (3580.00, 3444.00, 386.89)
Static prop models/props_wasteland/rockcliff01b.mdl outside the map (3624.00, 3072.00, 272.00)
Static prop models/props_forest/fence_border_512.mdl outside the map (3716.00, 3584.00, 128.00)
Static prop models/props_c17/fence02b.mdl outside the map (3884.00, 3160.00, 184.20)
Error loading studio model "models/props_rooftop/antenna01a.mdl"!
Error! To use model "models/props_combine/breenconsole.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_combine/breenconsole.mdl"!
Error loading studio model "models/lt_c/holo_wall_unit.mdl"!
Error loading studio model "models/props_trainstation/benchoutdoor01a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 11809 texinfos to 5442
Reduced 624 texdatas to 519 (31996 bytes to 27503)
Writing D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7.bsp
13 seconds elapsed
1.409700 2.730507 0.000000
1.028700 -2.730500 0.000000
-1.409700 -2.730500 0.000000
1.409700 -2.730500 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "D:\Jeux\steamapps\common\GarrysMod\bin\vvis.exe"
** Parameters: -game "D:\Jeux\steamapps\common\GarrysMod\garrysmod" "D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7"

Valve Software - vvis.exe (Apr 17 2017)
8 threads
reading d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.bsp
reading d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.prt
LoadPortals: couldn't read d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.prt


** Executing...
** Command: "D:\Jeux\steamapps\common\GarrysMod\bin\vrad.exe"
** Parameters: -both -game "D:\Jeux\steamapps\common\GarrysMod\garrysmod" "D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7"

Valve Software - vrad.exe SSE (Apr 17 2017)

Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (3.41 seconds)
20825 faces
1 degenerate faces
4675026 square feet [673203840.00 square inches]
130 Displacements
248495 Square Feet [35783332.00 Square Inches]
sun extent from map=0.034899
621 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (196)
Build Patch/Sample Hash Table(s).....Done<0.0366 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
FinalLightFace Done
37 of 396 (9% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (66)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 469/1024 22512/49152 (45.8%)
brushes 6047/8192 72564/98304 (73.8%)
brushsides 41772/65536 334176/524288 (63.7%)
planes 13060/65536 261200/1310720 (19.9%)
vertexes 34869/65536 418428/786432 (53.2%)
nodes 12194/65536 390208/2097152 (18.6%)
texinfos 5442/12288 391824/884736 (44.3%)
texdata 519/2048 16608/65536 (25.3%)
dispinfos 130/0 22880/0 ( 0.0%)
disp_verts 6114/0 122280/0 ( 0.0%)
disp_tris 9152/0 18304/0 ( 0.0%)
disp_lmsamples 603264/0 603264/0 ( 0.0%)
faces 20825/65536 1166200/3670016 (31.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 15621/65536 874776/3670016 (23.8%)
leaves 12664/65536 405248/2097152 (19.3%)
leaffaces 24732/65536 49464/131072 (37.7%)
leafbrushes 9155/65536 18310/131072 (14.0%)
areas 25/256 200/2048 ( 9.8%)
surfedges 164179/512000 656716/2048000 (32.1%)
edges 100977/256000 403908/1024000 (39.4%)
LDR worldlights 621/8192 54648/720896 ( 7.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 4/32768 48/393216 ( 0.0%)
waterstrips 2577/32768 25770/327680 ( 7.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 48627/65536 97254/131072 (74.2%)
cubemapsamples 48/1024 768/16384 ( 4.7%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 10891392/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 335958/393216 (85.4%) VERY FULL!
LDR ambient table 12664/65536 50656/262144 (19.3%)
HDR ambient table 12664/65536 50656/262144 (19.3%)
LDR leaf ambient 56936/65536 1594208/1835008 (86.9%) VERY FULL!
HDR leaf ambient 12664/65536 354592/1835008 (19.3%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/71940 ( 0.0%)
pakfile [variable] 4176317/0 ( 0.0%)
physics [variable] 3173210/4194304 (75.7%)
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 59864
Writing d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.bsp
4 minutes, 30 seconds elapsed
Valve Software - vrad.exe SSE (Apr 17 2017)

Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (3.44 seconds)
20825 faces
1 degenerate faces
4675026 square feet [673203840.00 square inches]
130 Displacements
248495 Square Feet [35783332.00 Square Inches]
sun extent from map=0.034899
621 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (197)
Build Patch/Sample Hash Table(s).....Done<0.0507 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
FinalLightFace Done
37 of 396 (9% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (66)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 469/1024 22512/49152 (45.8%)
brushes 6047/8192 72564/98304 (73.8%)
brushsides 41772/65536 334176/524288 (63.7%)
planes 13060/65536 261200/1310720 (19.9%)
vertexes 34869/65536 418428/786432 (53.2%)
nodes 12194/65536 390208/2097152 (18.6%)
texinfos 5442/12288 391824/884736 (44.3%)
texdata 519/2048 16608/65536 (25.3%)
dispinfos 130/0 22880/0 ( 0.0%)
disp_verts 6114/0 122280/0 ( 0.0%)
disp_tris 9152/0 18304/0 ( 0.0%)
disp_lmsamples 603264/0 603264/0 ( 0.0%)
faces 20825/65536 1166200/3670016 (31.8%)
hdr faces 20825/65536 1166200/3670016 (31.8%)
origfaces 15621/65536 874776/3670016 (23.8%)
leaves 12664/65536 405248/2097152 (19.3%)
leaffaces 24732/65536 49464/131072 (37.7%)
leafbrushes 9155/65536 18310/131072 (14.0%)
areas 25/256 200/2048 ( 9.8%)
surfedges 164179/512000 656716/2048000 (32.1%)
edges 100977/256000 403908/1024000 (39.4%)
LDR worldlights 621/8192 54648/720896 ( 7.6%)
HDR worldlights 621/8192 54648/720896 ( 7.6%)
leafwaterdata 4/32768 48/393216 ( 0.0%)
waterstrips 2577/32768 25770/327680 ( 7.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 48627/65536 97254/131072 (74.2%)
cubemapsamples 48/1024 768/16384 ( 4.7%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 10891392/0 ( 0.0%)
HDR lightdata [variable] 10891392/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 335958/393216 (85.4%) VERY FULL!
LDR ambient table 12664/65536 50656/262144 (19.3%)
HDR ambient table 12664/65536 50656/262144 (19.3%)
LDR leaf ambient 56936/65536 1594208/1835008 (86.9%) VERY FULL!
HDR leaf ambient 56936/65536 1594208/1835008 (86.9%) VERY FULL!
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/71940 ( 0.0%)
pakfile [variable] 4176317/0 ( 0.0%)
physics [variable] 3173210/4194304 (75.7%)
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 59864
Writing d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.bsp
4 minutes, 31 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7.bsp" "D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7.bsp"
 
Jason_Oubout

Jason_Oubout

Geek suprême
Messages
595
Score réaction
189
Points
130
Bruhh
 
Taink

Taink

El Magnifico
Messages
5 292
Score réaction
2 720
Points
965
Et tu as essayé un Load Pointfile... ?
Conseil d'ami, d'ailleurs :
C'est très difficile à lire, et par exemple voir la séparation entre chaque compile logs. Tu as deux solutions : faire deux Pastebin pour chaque compile log, et donner les liens, ou alors entourer chaque texte de compilation avec les balises [CODE] et [/CODE], voire même utiliser l'outil Insérer... puis sélectionner Code.
Le résultat serait donc ainsi sur ton message :


Voici mon logs avec la compil du VMF original:


Code:
** Executing...
** Command: "D:\Jeux\steamapps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -game "D:\Jeux\steamapps\common\GarrysMod\garrysmod" "D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7.vmf"
Valve Software - vbsp.exe (Apr 17 2017)
8 threads
materialPath: D:\Jeux\steamapps\common\GarrysMod\garrysmod\materials
Loading D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7.vmf
material "l_mats/waben_street_2" not found.
Material not found!: L_MATS/WABEN_STREET_2
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "l_mats/forestblend1" not found.
Material not found!: L_MATS/FORESTBLEND1
material "l_mats/techwall1" not found.
Material not found!: L_MATS/TECHWALL1
material "l_mats/support_1" not found.
Material not found!: L_MATS/SUPPORT_1
material "l_mats/l_rgb20" not found.
Material not found!: L_MATS/L_RGB20
material "l_mats/forest_grass_01" not found.
Material not found!: L_MATS/FOREST_GRASS_01
material "l_mats/l_techwall10" not found.
Material not found!: L_MATS/L_TECHWALL10
material "l_mats/large_floor_1a" not found.
Material not found!: L_MATS/LARGE_FLOOR_1A
material "l_mats/techwall4" not found.
Material not found!: L_MATS/TECHWALL4
material "l_mats/techwall2" not found.
Material not found!: L_MATS/TECHWALL2
material "l_mats/techwall5" not found.
Material not found!: L_MATS/TECHWALL5
material "l_mats/techglass_128x128" not found.
Material not found!: L_MATS/TECHGLASS_128X128
material "l_mats/l_rgb_blue" not found.
Material not found!: L_MATS/L_RGB_BLUE
material "l_mats/l_rgb_green" not found.
Material not found!: L_MATS/L_RGB_GREEN
material "l_mats/l_rgb100" not found.
Material not found!: L_MATS/L_RGB100
material "l_mats/lyzz_mapper" not found.
Material not found!: L_MATS/LYZZ_MAPPER
material "l_mats/grp" not found.
Material not found!: L_MATS/GRP
Could not locate 'GameData' key in d:\jeux\steamapps\common\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/rp_townsend_remix_7/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/rp_townsend_remix_7/nature/blendsandsand008b_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 804 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/mpa104*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/mpa104*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (2) (3927280 bytes)
Error! To use model "models/props_vehicles/car001b_phy.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_vehicles/car001b_phy.mdl"!
Error loading studio model "models/props_pipes/pipeset32d_256_001a.mdl"!
Error loading studio model "models/lt_c/holo_wall_unit.mdl"!
Error loading studio model "models/props_wasteland/coolingtank01.mdl"!
Error loading studio model "models/props_rooftop/antenna01a.mdl"!
Error! To use model "models/props_combine/breenconsole.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_combine/breenconsole.mdl"!
Error loading studio model "models/props_trainstation/benchoutdoor01a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 14729 texinfos to 6796
Reduced 710 texdatas to 597 (36936 bytes to 31941)
Writing D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7.bsp
13 seconds elapsed
** Executing...
** Command: "D:\Jeux\steamapps\common\GarrysMod\bin\vvis.exe"
** Parameters: -game "D:\Jeux\steamapps\common\GarrysMod\garrysmod" "D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7"
Valve Software - vvis.exe (Apr 17 2017)
8 threads
reading d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.bsp
reading d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.prt
2698 portalclusters
6944 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (800)
Optimized: 7474 visible clusters (0.83%)
Total clusters visible: 900754
Average clusters visible: 333
Building PAS...
Average clusters audible: 1061
visdatasize:749055 compressed from 1856224
writing d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.bsp
13 minutes, 20 seconds elapsed
** Executing...
** Command: "D:\Jeux\steamapps\common\GarrysMod\bin\vrad.exe"
** Parameters: -both -game "D:\Jeux\steamapps\common\GarrysMod\garrysmod" "D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7"
Valve Software - vrad.exe SSE (Apr 17 2017)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.bsp
Setting up ray-trace acceleration structure... Done (4.29 seconds)
25700 faces
2 degenerate faces
6574448 square feet [946720512.00 square inches]
180 Displacements
608705 Square Feet [87653600.00 Square Inches]
25698 patches before subdivision
366008 patches after subdivision
sun extent from map=0.034899
2079 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (156)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (35)
transfers 39362287, max 1571
transfer lists: 300.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1329779, 1193759, 837872)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(378053, 319027, 177510)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(82856, 64791, 34913)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(27336, 20209, 9265)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(8306, 5698, 2452)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(2890, 1857, 708)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1005, 598, 207)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(366, 202, 63)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(135, 69, 19)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(51, 24, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(19, 8, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(7, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0816 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11)
FinalLightFace Done
1283 of 1793 (71% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (71)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 566/1024 27168/49152 (55.3%)
brushes 7319/8192 87828/98304 (89.3%) VERY FULL!
brushsides 50541/65536 404328/524288 (77.1%)
planes 15674/65536 313480/1310720 (23.9%)
vertexes 40049/65536 480588/786432 (61.1%)
nodes 11594/65536 371008/2097152 (17.7%)
texinfos 6796/12288 489312/884736 (55.3%)
texdata 597/2048 19104/65536 (29.2%)
dispinfos 180/0 31680/0 ( 0.0%)
disp_verts 7868/0 157360/0 ( 0.0%)
disp_tris 11616/0 23232/0 ( 0.0%)
disp_lmsamples 1463952/0 1463952/0 ( 0.0%)
faces 25700/65536 1439200/3670016 (39.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 18841/65536 1055096/3670016 (28.7%)
leaves 12161/65536 389152/2097152 (18.6%)
leaffaces 30482/65536 60964/131072 (46.5%)
leafbrushes 12199/65536 24398/131072 (18.6%)
areas 28/256 224/2048 (10.9%)
surfedges 200374/512000 801496/2048000 (39.1%)
edges 122641/256000 490564/1024000 (47.9%)
LDR worldlights 2079/8192 182952/720896 (25.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 2839/32768 28390/327680 ( 8.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 52935/65536 105870/131072 (80.8%) VERY FULL!
cubemapsamples 57/1024 912/16384 ( 5.6%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 15740088/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 749055/16777216 ( 4.5%)
entdata [variable] 399779/393216 (101.7%) VERY FULL!
LDR ambient table 12161/65536 48644/262144 (18.6%)
HDR ambient table 12161/65536 48644/262144 (18.6%)
LDR leaf ambient 44564/65536 1247792/1835008 (68.0%)
HDR leaf ambient 12161/65536 340508/1835008 (18.6%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/91246 ( 0.0%)
pakfile [variable] 4940547/0 ( 0.0%)
physics [variable] 3927280/4194304 (93.6%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 73424
Writing d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.bsp
4 minutes, 41 seconds elapsed
Valve Software - vrad.exe SSE (Apr 17 2017)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.bsp
Setting up ray-trace acceleration structure... Done (4.45 seconds)
25700 faces
2 degenerate faces
6574448 square feet [946720512.00 square inches]
180 Displacements
608705 Square Feet [87653600.00 Square Inches]
25698 patches before subdivision
366008 patches after subdivision
sun extent from map=0.034899
2079 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (156)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (35)
transfers 39362287, max 1571
transfer lists: 300.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1329685, 1193372, 837412)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(378042, 318990, 177473)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(82854, 64783, 34906)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(27336, 20207, 9264)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(8306, 5698, 2451)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(2890, 1856, 708)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1005, 598, 207)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(366, 202, 63)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(135, 69, 19)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(51, 24, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(19, 8, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(7, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0978 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (12)
FinalLightFace Done
1283 of 1793 (71% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (75)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 566/1024 27168/49152 (55.3%)
brushes 7319/8192 87828/98304 (89.3%) VERY FULL!
brushsides 50541/65536 404328/524288 (77.1%)
planes 15674/65536 313480/1310720 (23.9%)
vertexes 40049/65536 480588/786432 (61.1%)
nodes 11594/65536 371008/2097152 (17.7%)
texinfos 6796/12288 489312/884736 (55.3%)
texdata 597/2048 19104/65536 (29.2%)
dispinfos 180/0 31680/0 ( 0.0%)
disp_verts 7868/0 157360/0 ( 0.0%)
disp_tris 11616/0 23232/0 ( 0.0%)
disp_lmsamples 1463952/0 1463952/0 ( 0.0%)
faces 25700/65536 1439200/3670016 (39.2%)
hdr faces 25700/65536 1439200/3670016 (39.2%)
origfaces 18841/65536 1055096/3670016 (28.7%)
leaves 12161/65536 389152/2097152 (18.6%)
leaffaces 30482/65536 60964/131072 (46.5%)
leafbrushes 12199/65536 24398/131072 (18.6%)
areas 28/256 224/2048 (10.9%)
surfedges 200374/512000 801496/2048000 (39.1%)
edges 122641/256000 490564/1024000 (47.9%)
LDR worldlights 2079/8192 182952/720896 (25.4%)
HDR worldlights 2079/8192 182952/720896 (25.4%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 2839/32768 28390/327680 ( 8.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 52935/65536 105870/131072 (80.8%) VERY FULL!
cubemapsamples 57/1024 912/16384 ( 5.6%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 15740088/0 ( 0.0%)
HDR lightdata [variable] 15740088/0 ( 0.0%)
visdata [variable] 749055/16777216 ( 4.5%)
entdata [variable] 399779/393216 (101.7%) VERY FULL!
LDR ambient table 12161/65536 48644/262144 (18.6%)
HDR ambient table 12161/65536 48644/262144 (18.6%)
LDR leaf ambient 44564/65536 1247792/1835008 (68.0%)
HDR leaf ambient 44560/65536 1247680/1835008 (68.0%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/91246 ( 0.0%)
pakfile [variable] 4940547/0 ( 0.0%)
physics [variable] 3927280/4194304 (93.6%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 73424
Writing d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.bsp
4 minutes, 45 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7.bsp" "D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7.bsp"


--------------------------------------------------------------------------------------------------------------------------------------
Voici mon logs avec juste une seul texture modifiée:


Code:
** Executing...
** Command: "D:\Jeux\steamapps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -game "D:\Jeux\steamapps\common\GarrysMod\garrysmod" "D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7.vmf"
Valve Software - vbsp.exe (Apr 17 2017)
8 threads
materialPath: D:\Jeux\steamapps\common\GarrysMod\garrysmod\materials
Loading D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7.vmf
material "l_mats/waben_street_2" not found.
Material not found!: L_MATS/WABEN_STREET_2
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "l_mats/forestblend1" not found.
Material not found!: L_MATS/FORESTBLEND1
material "l_mats/techwall1" not found.
Material not found!: L_MATS/TECHWALL1
material "l_mats/support_1" not found.
Material not found!: L_MATS/SUPPORT_1
material "l_mats/l_rgb20" not found.
Material not found!: L_MATS/L_RGB20
material "l_mats/forest_grass_01" not found.
Material not found!: L_MATS/FOREST_GRASS_01
material "l_mats/l_techwall10" not found.
Material not found!: L_MATS/L_TECHWALL10
material "l_mats/large_floor_1a" not found.
Material not found!: L_MATS/LARGE_FLOOR_1A
material "l_mats/techwall4" not found.
Material not found!: L_MATS/TECHWALL4
material "l_mats/techwall2" not found.
Material not found!: L_MATS/TECHWALL2
material "l_mats/techwall5" not found.
Material not found!: L_MATS/TECHWALL5
material "l_mats/techglass_128x128" not found.
Material not found!: L_MATS/TECHGLASS_128X128
material "l_mats/l_rgb_blue" not found.
Material not found!: L_MATS/L_RGB_BLUE
material "l_mats/l_rgb_green" not found.
Material not found!: L_MATS/L_RGB_GREEN
material "l_mats/l_rgb100" not found.
Material not found!: L_MATS/L_RGB100
material "l_mats/lyzz_mapper" not found.
Material not found!: L_MATS/LYZZ_MAPPER
material "l_mats/grp" not found.
Material not found!: L_MATS/GRP
Could not locate 'GameData' key in d:\jeux\steamapps\common\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/rp_townsend_remix_7/nature/blendsandsand008b_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_static (3464.00 2792.00 180.00) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6656.0 7168.0 260.0)
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 (7168.0 6656.0 260.0)
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 (5632.0 7168.0 260.0)
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 (4608.0 7168.0 260.0)
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 (7168.0 5632.0 260.0)
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 (7168.0 4608.0 260.0)
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 (6144.0 3584.0 260.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
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 (7168.0 3584.0 260.0)
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...
Brush 229739: areaportal brush doesn't touch two areas
Brush 229739: areaportal brush doesn't touch two areas
done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 734 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/mpa104*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/mpa104*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (1) (3173210 bytes)
Error! To use model "models/props_vehicles/car001b_phy.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_vehicles/car001b_phy.mdl"!
Static prop models/props_wasteland/rockcliff05e.mdl outside the map (3580.00, 3444.00, 386.89)
Static prop models/props_wasteland/rockcliff01b.mdl outside the map (3624.00, 3072.00, 272.00)
Static prop models/props_forest/fence_border_512.mdl outside the map (3716.00, 3584.00, 128.00)
Static prop models/props_c17/fence02b.mdl outside the map (3884.00, 3160.00, 184.20)
Error loading studio model "models/props_rooftop/antenna01a.mdl"!
Error! To use model "models/props_combine/breenconsole.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_combine/breenconsole.mdl"!
Error loading studio model "models/lt_c/holo_wall_unit.mdl"!
Error loading studio model "models/props_trainstation/benchoutdoor01a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 11809 texinfos to 5442
Reduced 624 texdatas to 519 (31996 bytes to 27503)
Writing D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7.bsp
13 seconds elapsed
1.409700 2.730507 0.000000
1.028700 -2.730500 0.000000
-1.409700 -2.730500 0.000000
1.409700 -2.730500 0.000000
make_triangles:calc_triangle_representation: Cannot convert
** Executing...
** Command: "D:\Jeux\steamapps\common\GarrysMod\bin\vvis.exe"
** Parameters: -game "D:\Jeux\steamapps\common\GarrysMod\garrysmod" "D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7"
Valve Software - vvis.exe (Apr 17 2017)
8 threads
reading d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.bsp
reading d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.prt
LoadPortals: couldn't read d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.prt
** Executing...
** Command: "D:\Jeux\steamapps\common\GarrysMod\bin\vrad.exe"
** Parameters: -both -game "D:\Jeux\steamapps\common\GarrysMod\garrysmod" "D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7"
Valve Software - vrad.exe SSE (Apr 17 2017)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (3.41 seconds)
20825 faces
1 degenerate faces
4675026 square feet [673203840.00 square inches]
130 Displacements
248495 Square Feet [35783332.00 Square Inches]
sun extent from map=0.034899
621 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (196)
Build Patch/Sample Hash Table(s).....Done<0.0366 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
FinalLightFace Done
37 of 396 (9% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (66)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 469/1024 22512/49152 (45.8%)
brushes 6047/8192 72564/98304 (73.8%)
brushsides 41772/65536 334176/524288 (63.7%)
planes 13060/65536 261200/1310720 (19.9%)
vertexes 34869/65536 418428/786432 (53.2%)
nodes 12194/65536 390208/2097152 (18.6%)
texinfos 5442/12288 391824/884736 (44.3%)
texdata 519/2048 16608/65536 (25.3%)
dispinfos 130/0 22880/0 ( 0.0%)
disp_verts 6114/0 122280/0 ( 0.0%)
disp_tris 9152/0 18304/0 ( 0.0%)
disp_lmsamples 603264/0 603264/0 ( 0.0%)
faces 20825/65536 1166200/3670016 (31.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 15621/65536 874776/3670016 (23.8%)
leaves 12664/65536 405248/2097152 (19.3%)
leaffaces 24732/65536 49464/131072 (37.7%)
leafbrushes 9155/65536 18310/131072 (14.0%)
areas 25/256 200/2048 ( 9.8%)
surfedges 164179/512000 656716/2048000 (32.1%)
edges 100977/256000 403908/1024000 (39.4%)
LDR worldlights 621/8192 54648/720896 ( 7.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 4/32768 48/393216 ( 0.0%)
waterstrips 2577/32768 25770/327680 ( 7.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 48627/65536 97254/131072 (74.2%)
cubemapsamples 48/1024 768/16384 ( 4.7%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 10891392/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 335958/393216 (85.4%) VERY FULL!
LDR ambient table 12664/65536 50656/262144 (19.3%)
HDR ambient table 12664/65536 50656/262144 (19.3%)
LDR leaf ambient 56936/65536 1594208/1835008 (86.9%) VERY FULL!
HDR leaf ambient 12664/65536 354592/1835008 (19.3%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/71940 ( 0.0%)
pakfile [variable] 4176317/0 ( 0.0%)
physics [variable] 3173210/4194304 (75.7%)
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 59864
Writing d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.bsp
4 minutes, 30 seconds elapsed
Valve Software - vrad.exe SSE (Apr 17 2017)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (3.44 seconds)
20825 faces
1 degenerate faces
4675026 square feet [673203840.00 square inches]
130 Displacements
248495 Square Feet [35783332.00 Square Inches]
sun extent from map=0.034899
621 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (197)
Build Patch/Sample Hash Table(s).....Done<0.0507 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
FinalLightFace Done
37 of 396 (9% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (66)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 469/1024 22512/49152 (45.8%)
brushes 6047/8192 72564/98304 (73.8%)
brushsides 41772/65536 334176/524288 (63.7%)
planes 13060/65536 261200/1310720 (19.9%)
vertexes 34869/65536 418428/786432 (53.2%)
nodes 12194/65536 390208/2097152 (18.6%)
texinfos 5442/12288 391824/884736 (44.3%)
texdata 519/2048 16608/65536 (25.3%)
dispinfos 130/0 22880/0 ( 0.0%)
disp_verts 6114/0 122280/0 ( 0.0%)
disp_tris 9152/0 18304/0 ( 0.0%)
disp_lmsamples 603264/0 603264/0 ( 0.0%)
faces 20825/65536 1166200/3670016 (31.8%)
hdr faces 20825/65536 1166200/3670016 (31.8%)
origfaces 15621/65536 874776/3670016 (23.8%)
leaves 12664/65536 405248/2097152 (19.3%)
leaffaces 24732/65536 49464/131072 (37.7%)
leafbrushes 9155/65536 18310/131072 (14.0%)
areas 25/256 200/2048 ( 9.8%)
surfedges 164179/512000 656716/2048000 (32.1%)
edges 100977/256000 403908/1024000 (39.4%)
LDR worldlights 621/8192 54648/720896 ( 7.6%)
HDR worldlights 621/8192 54648/720896 ( 7.6%)
leafwaterdata 4/32768 48/393216 ( 0.0%)
waterstrips 2577/32768 25770/327680 ( 7.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 48627/65536 97254/131072 (74.2%)
cubemapsamples 48/1024 768/16384 ( 4.7%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 10891392/0 ( 0.0%)
HDR lightdata [variable] 10891392/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 335958/393216 (85.4%) VERY FULL!
LDR ambient table 12664/65536 50656/262144 (19.3%)
HDR ambient table 12664/65536 50656/262144 (19.3%)
LDR leaf ambient 56936/65536 1594208/1835008 (86.9%) VERY FULL!
HDR leaf ambient 56936/65536 1594208/1835008 (86.9%) VERY FULL!
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/71940 ( 0.0%)
pakfile [variable] 4176317/0 ( 0.0%)
physics [variable] 3173210/4194304 (75.7%)
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 59864
Writing d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.bsp
4 minutes, 31 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7.bsp" "D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7.bsp"


Ce qui est quand même nettement plus simple à lire, disons-le.
Sur ce, à la bonne heure.
 
  • Initiateur de la discussion
mrcodsv

mrcodsv

Geek suprême
Messages
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Score réaction
33
Points
130
Je n'ai pas de load pointfile lorsque je compil sans modification elle est compilée et fonctionne parfaitement bien alors que dés que je modifie boom des leaks..
 
Taink

Taink

El Magnifico
Messages
5 292
Score réaction
2 720
Points
965
mrcodsv à dit:
Je n'ai pas de load pointfile lorsque je compil sans modification elle est compilée et fonctionne parfaitement bien alors que dés que je modifie boom des leaks..
Tu n'as pas de pointfile, alors que tu as un leak ? Alors ça c'est étonnant...
 
  • Initiateur de la discussion
mrcodsv

mrcodsv

Geek suprême
Messages
214
Score réaction
33
Points
130
Alors non, je n'ai pas de point file lorsque je compil la map qu'il m'a donné, il m'a donné le vmf de la map que j'ai compilé sans aucun erreur tout fonctionne très bien, le seul problème et c'est ça que j'aimerai éclairer c'est lorsque je change une seul texture et que je veut compiller la map et bien je me retrouve avec des leaks partouts et c'est ça que je ne comprend pas
 
Taink

Taink

El Magnifico
Messages
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Score réaction
2 720
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mrcodsv à dit:
Alors non, je n'ai pas de point file lorsque je compil la map qu'il m'a donné, il m'a donné le vmf de la map que j'ai compilé sans aucun erreur tout fonctionne très bien, le seul problème et c'est ça que j'aimerai éclairer c'est lorsque je change une seul texture et que je veut compiller la map et bien je me retrouve avec des leaks partouts et c'est ça que je ne comprend pas
Justement, tu n'as pas de Pointfile après avoir modifié une seule texture ? Si tu n'en as pas c'est juste qu'il y a un problème au niveau de ton vmf, je vois que ça...
 
  • Initiateur de la discussion
mrcodsv

mrcodsv

Geek suprême
Messages
214
Score réaction
33
Points
130
Ah si sur l'autre compil j'ai un point file, et même plusieurs leaks..
 
Taink

Taink

El Magnifico
Messages
5 292
Score réaction
2 720
Points
965
mrcodsv à dit:
Ah si sur l'autre compil j'ai un point file, et même plusieurs leaks..
Justement, fait Load Pointfile... dans Map, puis tu regarde pourquoi t'as un leak... Ça peut être dû à beaucoup de choses, hein.
 
  • Initiateur de la discussion
mrcodsv

mrcodsv

Geek suprême
Messages
214
Score réaction
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Points
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J'ai testé une petite modification pour mon run map et voici ce que j'ai maintenant:


Code:
** Executing...
** Command: "D:\Jeux\steamapps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -game "D:\Jeux\steamapps\common\GarrysMod\garrysmod" "D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7.vmf"
Valve Software - vbsp.exe (Apr 17 2017)
8 threads
materialPath: D:\Jeux\steamapps\common\GarrysMod\garrysmod\materials
Loading D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7.vmf
Brush 237: parsing U axis definition
Side 0
Texture: AJACKS/AJACKS_ROAD1
** Executing...
** Command: "D:\Jeux\steamapps\common\GarrysMod\bin\vvis.exe"
** Parameters: -game "D:\Jeux\steamapps\common\GarrysMod\garrysmod" "D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7"
Valve Software - vvis.exe (Apr 17 2017)
8 threads
reading d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.bsp
reading d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.prt
LoadPortals: couldn't read d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.prt
** Executing...
** Command: "D:\Jeux\steamapps\common\GarrysMod\bin\vrad.exe"
** Parameters: -both -game "D:\Jeux\steamapps\common\GarrysMod\garrysmod" "D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7"
Valve Software - vrad.exe SSE (Apr 17 2017) Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.bsp
Setting up ray-trace acceleration structure... Done (4.23 seconds)
25700 faces
2 degenerate faces
6574448 square feet [946720512.00 square inches]
180 Displacements
608705 Square Feet [87653600.00 Square Inches]
25698 patches before subdivision
366008 patches after subdivision
sun extent from map=0.034899
2079 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (156)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (35)
transfers 39362287, max 1571
transfer lists: 300.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(1329779, 1193759, 837872)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(378053, 319027, 177510)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(82857, 64791, 34913)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(27336, 20209, 9265)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(8306, 5698, 2452)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(2890, 1857, 708)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(1005, 598, 207)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(366, 202, 63)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(135, 69, 19)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(51, 24, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #11 added RGB(19, 8, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(7, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #15 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0794 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (12)
FinalLightFace Done
1283 of 1793 (71% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (71)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 566/1024 27168/49152 (55.3%)
brushes 7319/8192 87828/98304 (89.3%) VERY FULL!
brushsides 50541/65536 404328/524288 (77.1%)
planes 15674/65536 313480/1310720 (23.9%)
vertexes 40049/65536 480588/786432 (61.1%)
nodes 11594/65536 371008/2097152 (17.7%)
texinfos 6796/12288 489312/884736 (55.3%)
texdata 597/2048 19104/65536 (29.2%)
dispinfos 180/0 31680/0 ( 0.0%)
disp_verts 7868/0 157360/0 ( 0.0%)
disp_tris 11616/0 23232/0 ( 0.0%)
disp_lmsamples 1463952/0 1463952/0 ( 0.0%)
faces 25700/65536 1439200/3670016 (39.2%)
hdr faces 25700/65536 1439200/3670016 (39.2%)
origfaces 18841/65536 1055096/3670016 (28.7%)
leaves 12161/65536 389152/2097152 (18.6%)
leaffaces 30482/65536 60964/131072 (46.5%)
leafbrushes 12199/65536 24398/131072 (18.6%)
areas 28/256 224/2048 (10.9%)
surfedges 200374/512000 801496/2048000 (39.1%)
edges 122641/256000 490564/1024000 (47.9%)
LDR worldlights 2079/8192 182952/720896 (25.4%)
HDR worldlights 2079/8192 182952/720896 (25.4%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 2839/32768 28390/327680 ( 8.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 52935/65536 105870/131072 (80.8%) VERY FULL!
cubemapsamples 57/1024 912/16384 ( 5.6%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 15740088/0 ( 0.0%)
HDR lightdata [variable] 15740088/0 ( 0.0%)
visdata [variable] 749055/16777216 ( 4.5%)
entdata [variable] 399779/393216 (101.7%) VERY FULL!
LDR ambient table 12161/65536 48644/262144 (18.6%)
HDR ambient table 12161/65536 48644/262144 (18.6%)
LDR leaf ambient 44563/65536 1247764/1835008 (68.0%)
HDR leaf ambient 44560/65536 1247680/1835008 (68.0%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/91246 ( 0.0%)
pakfile [variable] 4940547/0 ( 0.0%)
physics [variable] 3927280/4194304 (93.6%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 73424
Writing d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.bsp
4 minutes, 40 seconds elapsed
Valve Software - vrad.exe SSE (Apr 17 2017) Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.bsp
Setting up ray-trace acceleration structure... Done (4.55 seconds)
25700 faces
2 degenerate faces
6574448 square feet [946720512.00 square inches]
180 Displacements
608705 Square Feet [87653600.00 Square Inches]
25698 patches before subdivision
366008 patches after subdivision
sun extent from map=0.034899
2079 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (158)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (36)
transfers 39362287, max 1571
transfer lists: 300.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(1329687, 1193374, 837414)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(378043, 318991, 177473)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(82854, 64784, 34906)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(27336, 20207, 9264)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(8306, 5698, 2451)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(2890, 1856, 708)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(1005, 598, 207)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(366, 202, 63)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(135, 69, 19)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(51, 24, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(19, 8, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #12 added RGB(7, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #15 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1018 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (12)
FinalLightFace Done
1283 of 1793 (71% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (73)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 566/1024 27168/49152 (55.3%)
brushes 7319/8192 87828/98304 (89.3%) VERY FULL!
brushsides 50541/65536 404328/524288 (77.1%)
planes 15674/65536 313480/1310720 (23.9%)
vertexes 40049/65536 480588/786432 (61.1%)
nodes 11594/65536 371008/2097152 (17.7%)
texinfos 6796/12288 489312/884736 (55.3%)
texdata 597/2048 19104/65536 (29.2%)
dispinfos 180/0 31680/0 ( 0.0%)
disp_verts 7868/0 157360/0 ( 0.0%)
disp_tris 11616/0 23232/0 ( 0.0%)
disp_lmsamples 1463952/0 1463952/0 ( 0.0%)
faces 25700/65536 1439200/3670016 (39.2%)
hdr faces 25700/65536 1439200/3670016 (39.2%)
origfaces 18841/65536 1055096/3670016 (28.7%)
leaves 12161/65536 389152/2097152 (18.6%)
leaffaces 30482/65536 60964/131072 (46.5%)
leafbrushes 12199/65536 24398/131072 (18.6%)
areas 28/256 224/2048 (10.9%)
surfedges 200374/512000 801496/2048000 (39.1%)
edges 122641/256000 490564/1024000 (47.9%)
LDR worldlights 2079/8192 182952/720896 (25.4%)
HDR worldlights 2079/8192 182952/720896 (25.4%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 2839/32768 28390/327680 ( 8.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 52935/65536 105870/131072 (80.8%) VERY FULL!
cubemapsamples 57/1024 912/16384 ( 5.6%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 15740088/0 ( 0.0%)
HDR lightdata [variable] 15740088/0 ( 0.0%)
visdata [variable] 749055/16777216 ( 4.5%)
entdata [variable] 399779/393216 (101.7%) VERY FULL!
LDR ambient table 12161/65536 48644/262144 (18.6%)
HDR ambient table 12161/65536 48644/262144 (18.6%)
LDR leaf ambient 44563/65536 1247764/1835008 (68.0%)
HDR leaf ambient 44560/65536 1247680/1835008 (68.0%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/91246 ( 0.0%)
pakfile [variable] 4940547/0 ( 0.0%)
physics [variable] 3927280/4194304 (93.6%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 73424
Writing d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.bsp
4 minutes, 46 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7.bsp" "D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7.bsp"
 
Taink

Taink

El Magnifico
Messages
5 292
Score réaction
2 720
Points
965
mrcodsv à dit:
J'ai testé une petite modification pour mon run map et voici ce que j'ai maintenant:


Code:
** Executing...
** Command: "D:\Jeux\steamapps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -game "D:\Jeux\steamapps\common\GarrysMod\garrysmod" "D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7.vmf"
Valve Software - vbsp.exe (Apr 17 2017)
8 threads
materialPath: D:\Jeux\steamapps\common\GarrysMod\garrysmod\materials
Loading D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7.vmf
Brush 237: parsing U axis definition
Side 0
Texture: AJACKS/AJACKS_ROAD1
** Executing...
** Command: "D:\Jeux\steamapps\common\GarrysMod\bin\vvis.exe"
** Parameters: -game "D:\Jeux\steamapps\common\GarrysMod\garrysmod" "D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7"
Valve Software - vvis.exe (Apr 17 2017)
8 threads
reading d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.bsp
reading d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.prt
LoadPortals: couldn't read d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.prt
** Executing...
** Command: "D:\Jeux\steamapps\common\GarrysMod\bin\vrad.exe"
** Parameters: -both -game "D:\Jeux\steamapps\common\GarrysMod\garrysmod" "D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7"
Valve Software - vrad.exe SSE (Apr 17 2017) Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.bsp
Setting up ray-trace acceleration structure... Done (4.23 seconds)
25700 faces
2 degenerate faces
6574448 square feet [946720512.00 square inches]
180 Displacements
608705 Square Feet [87653600.00 Square Inches]
25698 patches before subdivision
366008 patches after subdivision
sun extent from map=0.034899
2079 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (156)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (35)
transfers 39362287, max 1571
transfer lists: 300.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(1329779, 1193759, 837872)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(378053, 319027, 177510)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(82857, 64791, 34913)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(27336, 20209, 9265)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(8306, 5698, 2452)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(2890, 1857, 708)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(1005, 598, 207)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(366, 202, 63)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(135, 69, 19)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(51, 24, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #11 added RGB(19, 8, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(7, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #15 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0794 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (12)
FinalLightFace Done
1283 of 1793 (71% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (71)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 566/1024 27168/49152 (55.3%)
brushes 7319/8192 87828/98304 (89.3%) VERY FULL!
brushsides 50541/65536 404328/524288 (77.1%)
planes 15674/65536 313480/1310720 (23.9%)
vertexes 40049/65536 480588/786432 (61.1%)
nodes 11594/65536 371008/2097152 (17.7%)
texinfos 6796/12288 489312/884736 (55.3%)
texdata 597/2048 19104/65536 (29.2%)
dispinfos 180/0 31680/0 ( 0.0%)
disp_verts 7868/0 157360/0 ( 0.0%)
disp_tris 11616/0 23232/0 ( 0.0%)
disp_lmsamples 1463952/0 1463952/0 ( 0.0%)
faces 25700/65536 1439200/3670016 (39.2%)
hdr faces 25700/65536 1439200/3670016 (39.2%)
origfaces 18841/65536 1055096/3670016 (28.7%)
leaves 12161/65536 389152/2097152 (18.6%)
leaffaces 30482/65536 60964/131072 (46.5%)
leafbrushes 12199/65536 24398/131072 (18.6%)
areas 28/256 224/2048 (10.9%)
surfedges 200374/512000 801496/2048000 (39.1%)
edges 122641/256000 490564/1024000 (47.9%)
LDR worldlights 2079/8192 182952/720896 (25.4%)
HDR worldlights 2079/8192 182952/720896 (25.4%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 2839/32768 28390/327680 ( 8.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 52935/65536 105870/131072 (80.8%) VERY FULL!
cubemapsamples 57/1024 912/16384 ( 5.6%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 15740088/0 ( 0.0%)
HDR lightdata [variable] 15740088/0 ( 0.0%)
visdata [variable] 749055/16777216 ( 4.5%)
entdata [variable] 399779/393216 (101.7%) VERY FULL!
LDR ambient table 12161/65536 48644/262144 (18.6%)
HDR ambient table 12161/65536 48644/262144 (18.6%)
LDR leaf ambient 44563/65536 1247764/1835008 (68.0%)
HDR leaf ambient 44560/65536 1247680/1835008 (68.0%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/91246 ( 0.0%)
pakfile [variable] 4940547/0 ( 0.0%)
physics [variable] 3927280/4194304 (93.6%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 73424
Writing d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.bsp
4 minutes, 40 seconds elapsed
Valve Software - vrad.exe SSE (Apr 17 2017) Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.bsp
Setting up ray-trace acceleration structure... Done (4.55 seconds)
25700 faces
2 degenerate faces
6574448 square feet [946720512.00 square inches]
180 Displacements
608705 Square Feet [87653600.00 Square Inches]
25698 patches before subdivision
366008 patches after subdivision
sun extent from map=0.034899
2079 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (158)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (36)
transfers 39362287, max 1571
transfer lists: 300.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(1329687, 1193374, 837414)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(378043, 318991, 177473)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(82854, 64784, 34906)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(27336, 20207, 9264)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(8306, 5698, 2451)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(2890, 1856, 708)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(1005, 598, 207)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(366, 202, 63)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(135, 69, 19)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(51, 24, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(19, 8, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #12 added RGB(7, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #15 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1018 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (12)
FinalLightFace Done
1283 of 1793 (71% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (73)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 566/1024 27168/49152 (55.3%)
brushes 7319/8192 87828/98304 (89.3%) VERY FULL!
brushsides 50541/65536 404328/524288 (77.1%)
planes 15674/65536 313480/1310720 (23.9%)
vertexes 40049/65536 480588/786432 (61.1%)
nodes 11594/65536 371008/2097152 (17.7%)
texinfos 6796/12288 489312/884736 (55.3%)
texdata 597/2048 19104/65536 (29.2%)
dispinfos 180/0 31680/0 ( 0.0%)
disp_verts 7868/0 157360/0 ( 0.0%)
disp_tris 11616/0 23232/0 ( 0.0%)
disp_lmsamples 1463952/0 1463952/0 ( 0.0%)
faces 25700/65536 1439200/3670016 (39.2%)
hdr faces 25700/65536 1439200/3670016 (39.2%)
origfaces 18841/65536 1055096/3670016 (28.7%)
leaves 12161/65536 389152/2097152 (18.6%)
leaffaces 30482/65536 60964/131072 (46.5%)
leafbrushes 12199/65536 24398/131072 (18.6%)
areas 28/256 224/2048 (10.9%)
surfedges 200374/512000 801496/2048000 (39.1%)
edges 122641/256000 490564/1024000 (47.9%)
LDR worldlights 2079/8192 182952/720896 (25.4%)
HDR worldlights 2079/8192 182952/720896 (25.4%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 2839/32768 28390/327680 ( 8.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 52935/65536 105870/131072 (80.8%) VERY FULL!
cubemapsamples 57/1024 912/16384 ( 5.6%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 15740088/0 ( 0.0%)
HDR lightdata [variable] 15740088/0 ( 0.0%)
visdata [variable] 749055/16777216 ( 4.5%)
entdata [variable] 399779/393216 (101.7%) VERY FULL!
LDR ambient table 12161/65536 48644/262144 (18.6%)
HDR ambient table 12161/65536 48644/262144 (18.6%)
LDR leaf ambient 44563/65536 1247764/1835008 (68.0%)
HDR leaf ambient 44560/65536 1247680/1835008 (68.0%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/91246 ( 0.0%)
pakfile [variable] 4940547/0 ( 0.0%)
physics [variable] 3927280/4194304 (93.6%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 73424
Writing d:\jeux\steamapps\common\garrysmod\garrysmod\maps\rp_townsend_remix_7.bsp
4 minutes, 46 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7.bsp" "D:\Jeux\steamapps\common\GarrysMod\garrysmod\maps\rp_townsend_remix_7.bsp"
En fait je vois qu'il manque un .prt à ton vvis...
En gros t'as un leak, fait un bon vieux Load Pointfile...
Je vois pas pourquoi tu cherches à modifier ton run map...
 
  • Initiateur de la discussion
mrcodsv

mrcodsv

Geek suprême
Messages
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Score réaction
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Points
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Le problème étant la, c'est que j'ai déjà essayé de faire un Load Pointfile mais je n'ai pas de fichier pour le faire c'est ça le problème
 
  • J'aime
Réactions: Jason_Oubout
Jason_Oubout

Jason_Oubout

Geek suprême
Messages
595
Score réaction
189
Points
130
Bruh
 
Taink

Taink

El Magnifico
Messages
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mrcodsv à dit:
Le problème étant la, c'est que j'ai déjà essayé de faire un Load Pointfile mais je n'ai pas de fichier pour le faire c'est ça le problème
Oui mais pourquoi modifier ton run map ? C'est ça que je comprends pas...
Bref, toujours est-il qu'il est possible que ton problème ne vienne pas d'un leak mais de la compilation en elle-même (c'est-à-dire de vbsp), du genre memory leaks, problèmes de displacements (tiens d'ailleurs j'ai vu que tu en avais des power 4, mets des 3 à la place (quitte à en mettre plus).
Si tu veux vraiment un conseil, arrête de modifier parce que c'est une galère sans nom.
 
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