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jeremiedreux

jeremiedreux

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Bonjour en se moment j'ai rencontré un problème mon gmod plante lance que je veux lancer ma map pourtant
avent d'avoir fait quelque modification sur la map,Selle si fonctionné parfaitement puis une foit les modification effectuer puis recompiler la map crash quant je la lance maternant, j'ai relevé 2 soucis.

1 : Can't find surfaceprop panel for material METAL/PRODVENTA, using default
(Cela n'est surement pas la cause du crash vue que avent les modification de la map il y avait deja cette erreur)
2 : Could not find lights.rad in lights.rad.
(Cela n'est surement pas la cause du crash vue que avent les modification de la map il y avait déjà cette erreur)

Les logs entiere

** Executing...
** Command: "F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vbsp.exe"
** Parameters: -game "F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\hl2" "F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\hl2\Maps\Garage.vmf"

Valve Software - vbsp.exe (Apr 29 2016)
4 threads
materialPath: F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\hl2\materials
Loading F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\hl2\Maps\Garage.vmf
Can't find surfaceprop panel for material METAL/PRODVENTA, using default
Could not locate 'GameData' key in f:\steamlibrary\steamapps\common\source sdk base 2013 singleplayer\hl2\gameinfo.txt
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\hl2\Maps\Garage.prt...Building visibility clusters...
done (0)
material "skybox/skybox/trainuprt" not found.
Can't load skybox file skybox/skybox/trainup to build the default cubemap!
Can't load skybox file skybox/skybox/trainup to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (39479 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 126 texinfos to 83
Reduced 33 texdatas to 33 (904 bytes to 904)
Writing F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\hl2\Maps\Garage.bsp
1 second elapsed

** Executing...
** Command: "F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vvis.exe"
** Parameters: -game "F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\hl2" "F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\hl2\Maps\Garage"

Valve Software - vvis.exe (May 15 2014)
4 threads
reading f:\steamlibrary\steamapps\common\source sdk base 2013 singleplayer\hl2\maps\Garage.bsp
reading f:\steamlibrary\steamapps\common\source sdk base 2013 singleplayer\hl2\maps\Garage.prt
288 portalclusters
804 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 (2)
Optimized: 168 visible clusters (0.31%)
Total clusters visible: 54304
Average clusters visible: 188
Building PAS...
Average clusters audible: 286
visdatasize:23014 compressed from 23040
writing f:\steamlibrary\steamapps\common\source sdk base 2013 singleplayer\hl2\maps\Garage.bsp
2 seconds elapsed

** Executing...
** Command: "F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vrad.exe"
** Parameters: -game "F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\hl2" "F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\hl2\Maps\Garage"

Valve Software - vrad.exe SSE (May 15 2014)

Valve Radiosity Simulator
4 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\bin\lights.rad.
Loading f:\steamlibrary\steamapps\common\source sdk base 2013 singleplayer\hl2\maps\Garage.bsp
Setting up ray-trace acceleration structure... Done (0.09 seconds)
538 faces
528872 square feet [76157656.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
538 patches before subdivision
16288 patches after subdivision
light has _fifty_percent_distance of 160.000000 but _zero_percent_distance of 0.000000
3 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 804693, max 223
transfer lists: 6.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(40863, 37942, 34163)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(4707, 3857, 2921)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(600, 453, 295)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(91, 65, 37)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(15, 10, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(3, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0036 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 10/1024 480/49152 ( 1.0%)
brushes 104/8192 1248/98304 ( 1.3%)
brushsides 624/65536 4992/524288 ( 1.0%)
planes 388/65536 7760/1310720 ( 0.6%)
vertexes 1206/65536 14472/786432 ( 1.8%)
nodes 653/65536 20896/2097152 ( 1.0%)
texinfos 83/12288 5976/884736 ( 0.7%)
texdata 33/2048 1056/65536 ( 1.6%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 538/65536 30128/3670016 ( 0.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 196/65536 10976/3670016 ( 0.3%)
leaves 664/65536 21248/2097152 ( 1.0%)
leaffaces 651/65536 1302/131072 ( 1.0%)
leafbrushes 330/65536 660/131072 ( 0.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 3264/512000 13056/2048000 ( 0.6%)
edges 2105/256000 8420/1024000 ( 0.8%)
LDR worldlights 3/8192 264/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 73/32768 730/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1146/65536 2292/131072 ( 1.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 423596/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 23014/16777216 ( 0.1%)
entdata [variable] 30486/393216 ( 7.8%)
LDR ambient table 664/65536 2656/262144 ( 1.0%)
HDR ambient table 664/65536 2656/262144 ( 1.0%)
LDR leaf ambient 3289/65536 92092/1835008 ( 5.0%)
HDR leaf ambient 664/65536 18592/1835008 ( 1.0%)
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] 1/2910 ( 0.0%)
pakfile [variable] 54/0 ( 0.0%)
physics [variable] 39479/4194304 ( 0.9%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 1404
Writing f:\steamlibrary\steamapps\common\source sdk base 2013 singleplayer\hl2\maps\Garage.bsp
4 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\hl2\Maps\Garage.bsp" "F:\SteamLibrary\steamapps\common\Source SDK Base 2013 Singleplayer\hl2\maps\Garage.bsp"
 
atox tm

atox tm

Geek suprême
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Points
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Tu as decompiler cette map ou elle est fait de a a z ?
 
  • Initiateur de la discussion
jeremiedreux

jeremiedreux

Geek suprême
Messages
303
Score réaction
22
Points
100
atox tm à dit:
Tu as decompiler cette map ou elle est fait de a a z ?
Non c'est moi qui les fait.En faite j'ai réussi a comprendre le probleme saiter juste un "triger" qui causé le crash.
 
atox tm

atox tm

Geek suprême
Messages
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Score réaction
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Points
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Ok
 
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