problme pour run map gmod "le chemin d’accées spécifié est introuvable"

  • Initiateur de la discussion krefz (mappeur)
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  • Initiateur de la discussion
krefz (mappeur)

krefz (mappeur)

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bonjour je suis nouveau dans le mapping je crée en ce moment même une map school rp et quand je fait run map pour voir le résultat ma map beug et ne se lance pas j'ustilise le hammer de half-life 2 et ma console de hammer me met sa :

** Executing...
** Command: "C:\Users\KREFZ\Downloads\Nouveau dossier\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vbsp.exe"
** Parameters: -game "C:\Users\KREFZ\Downloads\Nouveau dossier\steamapps\common\Source SDK Base 2013 Singleplayer\hl2" "C:\Users\KREFZ\Documents\school rp\map.vmf"

Valve Software - vbsp.exe (May 15 2014)
8 threads
materialPath: C:\Users\KREFZ\Downloads\Nouveau dossier\steamapps\common\Source SDK Base 2013 Singleplayer\hl2\materials
Loading C:\Users\KREFZ\Documents\school rp\map.vmf
Could not locate 'GameData' key in c:\users\krefz\downloads\nouveau dossier\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)
**** leaked ****
Entity prop_static (-365.15 -304.16 64.24) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1280.0 1024.0 200.0)
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 (1280.0 1024.0 -8.0)
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 (1792.0 1024.0 192.0)
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 (1024.0 1280.0 192.0)
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 (1024.0 1792.0 192.0)
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 (2048.0 1536.0 192.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0 2048.0 192.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0 -1024.0 192.0)
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:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (8553 bytes)
Static prop models/props_foliage/tree_deciduous_01a.mdl outside the map (322.37, -304.59, 72.86)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 12 texinfos to 12
Reduced 4 texdatas to 4 (89 bytes to 89)
Writing C:\Users\KREFZ\Documents\school rp\map.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Users\KREFZ\Downloads\Nouveau dossier\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vvis.exe"
** Parameters: -game "C:\Users\KREFZ\Downloads\Nouveau dossier\steamapps\common\Source SDK Base 2013 Singleplayer\hl2" "C:\Users\KREFZ\Documents\school rp\map"

Valve Software - vvis.exe (May 15 2014)
8 threads
reading c:\users\krefz\documents\school rp\map.bsp
reading c:\users\krefz\documents\school rp\map.prt
LoadPortals: couldn't read c:\users\krefz\documents\school rp\map.prt


** Executing...
** Command: "C:\Users\KREFZ\Downloads\Nouveau dossier\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vrad.exe"
** Parameters: -game "C:\Users\KREFZ\Downloads\Nouveau dossier\steamapps\common\Source SDK Base 2013 Singleplayer\hl2" "C:\Users\KREFZ\Documents\school rp\map"

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

Valve Radiosity Simulator
8 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file C:\Users\KREFZ\Downloads\Nouveau dossier\steamapps\common\Source SDK Base 2013 Singleplayer\bin\lights.rad.
Loading c:\users\krefz\documents\school rp\map.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.02 seconds)
228 faces
93769 square feet [13502788.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0018 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 (0)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 23/8192 276/98304 ( 0.3%)
brushsides 138/65536 1104/524288 ( 0.2%)
planes 92/65536 1840/1310720 ( 0.1%)
vertexes 297/65536 3564/786432 ( 0.5%)
nodes 177/65536 5664/2097152 ( 0.3%)
texinfos 12/12288 864/884736 ( 0.1%)
texdata 4/2048 128/65536 ( 0.2%)
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 228/65536 12768/3670016 ( 0.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 99/65536 5544/3670016 ( 0.2%)
leaves 179/65536 5728/2097152 ( 0.3%)
leaffaces 238/65536 476/131072 ( 0.4%)
leafbrushes 57/65536 114/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1452/512000 5808/2048000 ( 0.3%)
edges 780/256000 3120/1024000 ( 0.3%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 27/32768 270/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 357/65536 714/131072 ( 0.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 246340/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 321/393216 ( 0.1%)
LDR ambient table 179/65536 716/262144 ( 0.3%)
HDR ambient table 179/65536 716/262144 ( 0.3%)
LDR leaf ambient 120/65536 3360/1835008 ( 0.2%)
HDR leaf ambient 179/65536 5012/1835008 ( 0.3%)
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] 1/402 ( 0.2%)
pakfile [variable] 105643/0 ( 0.0%)
physics [variable] 8553/4194304 ( 0.2%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 600
Writing c:\users\krefz\documents\school rp\map.bsp
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\KREFZ\Documents\school rp\map.bsp" "C:\Users\KREFZ\Downloads\Nouveau dossier\steamapps\common\Source SDK Base 2013 Singleplayer\hl2\maps\map.bsp"

The command failed. Windows reported the error:
"Le chemin d’accès spécifié est introuvable."

aidez moi svp c'est vraiment chiant
 
Taink

Taink

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La map est leak, vérifie qu'il est impossible de "sortir" de la map. Pour voir où il y a un trou vers l'extérieur, vous pouvez aller dans Map>Load Pointfile.
 
  • Initiateur de la discussion
krefz (mappeur)

krefz (mappeur)

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Taink à dit:
La map est leak, vérifie qu'il est impossible de "sortir" de la map. Pour voir où il y a un trou vers l'extérieur, vous pouvez aller dans Map>Load Pointfile.
j'ai pas trop compris tu pourrais réexpliquer en langage plus simple stp ; )
 
Taink

Taink

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krefz (mappeur) à dit:
j'ai pas trop compris tu pourrais réexpliquer en langage plus simple stp ; )
Si on peut accéder à l'extérieur de la map, c'est-à-dire si on peut accéder à la zone noire, le programme chargé d'optimiser la map ne va pas comprendre ce qu'il doit afficher au jeu, et ce qu'il va se passer c'est que le fichier en .bsp ne va pas se créer correctement. D'où le message "Fichier spécifié introuvable". Pour savoir où il y a un trou dans la map, c'est-à-dire à partir de quel endroit on peut accéder à la zone noire, vous devez aller dans Map > Load Pointfile.
Et ça :
krefz (mappeur) à dit:
**** leaked ****
Entity prop_static (-365.15 -304.16 64.24) leaked!
C'est le message qui indique que la map est leak ("fuite" en anglais, dans le sens d'une fuite d'eau ou de gaz).
 
  • Initiateur de la discussion
krefz (mappeur)

krefz (mappeur)

Bambi
Messages
10
Score réaction
1
Points
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Taink à dit:
Si on peut accéder à l'extérieur de la map, c'est-à-dire si on peut accéder à la zone noire, le programme chargé d'optimiser la map ne va pas comprendre ce qu'il doit afficher au jeu, et ce qu'il va se passer c'est que le fichier en .bsp ne va pas se créer correctement. D'où le message "Fichier spécifié introuvable". Pour savoir où il y a un trou dans la map, c'est-à-dire à partir de quel endroit on peut accéder à la zone noire, vous devez aller dans Map > Load Pointfile.
Et ça :

C'est le message qui indique que la map est leak ("fuite" en anglais, dans le sens d'une fuite d'eau ou de gaz).
ok merci beaucoup sa fonctionne
 
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