Quesque le "Load Portal File" Sur HAMMER ?

  • Initiateur de la discussion Charles10000
  • Date de début
  • Initiateur de la discussion
Charles10000

Charles10000

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Bonjour, (vous en avez marre de moi? je suis toujours la !)
Comme dit dans le titre, je cherche à quoi sert le Load Portal File dans l'onglet Map de HAMMER ?
Pour la question, oui j'ai un fichier .prt qui se crée et quand je fais Load Portal File, cela me met plein de lignes bleus. Voici les lignes en question :
Sans titre.png

Je n'ai pas de Leak mais voici mon log au cas ou (Je compile en Normal avec Toutes les cases Normal cochées et sans commandes. Dites moi si je compile bien)
** Executing...
** Command: "A:\Steam\steamapps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -game "A:\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Users\CharlesPC\Desktop\rp_skymap_v1\rp_skymap_v1.vmf"

Valve Software - vbsp.exe (Mar 14 2016)
4 threads
materialPath: A:\Steam\steamapps\common\GarrysMod\garrysmod\materials
Loading C:\Users\CharlesPC\Desktop\rp_skymap_v1\rp_skymap_v1.vmf
material "de_chateau/stairconcrete02" not found.
Material not found!: DE_CHATEAU/STAIRCONCRETE02
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "de_cbble/grounddirt" not found.
Material not found!: DE_CBBLE/GROUNDDIRT
material "cs_assault/pavement001a" not found.
Material not found!: CS_ASSAULT/PAVEMENT001A
material "concrete/blend_sidewalk_01" not found.
Material not found!: CONCRETE/BLEND_SIDEWALK_01
material "de_nuke/nukmetwallab" not found.
Material not found!: DE_NUKE/NUKMETWALLAB
"materials/metal/offelevdrsa.vtf": cached version doesn't exist
material "de_train/train_cement_step_04" not found.
Material not found!: DE_TRAIN/TRAIN_CEMENT_STEP_04
material "de_train/train_cement_step_03" not found.
Material not found!: DE_TRAIN/TRAIN_CEMENT_STEP_03
material "cs_assault/assault_brick2a" not found.
Material not found!: CS_ASSAULT/ASSAULT_BRICK2A
material "de_nuke/nukroofa" not found.
Material not found!: DE_NUKE/NUKROOFA
material "de_nuke/nuke_metaltrims_01" not found.
Material not found!: DE_NUKE/NUKE_METALTRIMS_01
material "de_piranesi/marblefloor06" not found.
Material not found!: DE_PIRANESI/MARBLEFLOOR06
material "tile/tilefloor010d" not found.
Material not found!: TILE/TILEFLOOR010D
Could not locate 'GameData' key in a:\steam\steamapps\common\garrysmod\garrysmod\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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1528 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Users\CharlesPC\Desktop\rp_skymap_v1\rp_skymap_v1.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day03_06*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day03_06*.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
material "decals/infnum1" not found.
material "decals/infnum0" not found.
material "decals/infnum2" not found.
Building Physics collision data...
done (0) (860669 bytes)
Error loading studio model "models/props_foliage/mall_pot_large01.mdl"!
Error loading studio model "models/props_foliage/mall_big_plant01.mdl"!
Error loading studio model "models/props_foliage/mall_bigleaves_plant03.mdl"!
Error loading studio model "models/props_foliage/mall_pot_squarexl01.mdl"!
Error loading studio model "models/props_foliage/mall_bush02.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 4995 texinfos to 2705
Reduced 507 texdatas to 405 (23529 bytes to 18630)
Writing C:\Users\CharlesPC\Desktop\rp_skymap_v1\rp_skymap_v1.bsp
4 seconds elapsed

** Executing...
** Command: "A:\Steam\steamapps\common\GarrysMod\bin\vvis.exe"
** Parameters: -game "A:\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Users\CharlesPC\Desktop\rp_skymap_v1\rp_skymap_v1"

Valve Software - vvis.exe (Dec 9 2014)
4 threads
reading c:\users\charlespc\desktop\rp_skymap_v1\rp_skymap_v1.bsp
reading c:\users\charlespc\desktop\rp_skymap_v1\rp_skymap_v1.prt
969 portalclusters
3361 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0
** Executing...
** Command: "A:\Steam\steamapps\common\GarrysMod\bin\vrad.exe"
** Parameters: -game "A:\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Users\CharlesPC\Desktop\rp_skymap_v1\rp_skymap_v1"

Valve Software - vrad.exe SSE (Dec 9 2014)

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

Loading c:\users\charlespc\desktop\rp_skymap_v1\rp_skymap_v1.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
No vis information, direct lighting only.
Setting up ray-trace acceleration structure...
** Executing...
** Command: Copy File
** Parameters: "C:\Users\CharlesPC\Desktop\rp_skymap_v1\rp_skymap_v1.bsp" "A:\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_skymap_v1.bsp"

Et j'ai toujours mon problème de PortalFlow: 0 Mais je suis en train de le regler :)

Merci de votre aide :)
 
  • Initiateur de la discussion
Charles10000

Charles10000

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samgaze à dit:
Il sert a se montrer comment hammer compile. Hammeur compile sous forme de "cube". Il peut servir si tu veux optimiser ta map avec des func_detail
est-ce un problème si j'ai plein de cubes bleu ?
 
  • Initiateur de la discussion
Charles10000

Charles10000

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samgaze à dit:
Bha nan c'est normal mais par exemple si tu mets pas tes escaliers en func_details tu vas avoir un rectangle par marche cela te montrera qu'il faut a tout print l'optimiser en le mettant en func_details
Et me conseils-tu de compiler en normal ou expert (si il y a des commandes a rajouter, dit-les moi s'il te plait)
 
Ct1

Ct1

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Expert, tu peux mettre -notjunc, ça règle des problèmes defois
Et met toi en Full Compile aussi
 
  • Initiateur de la discussion
Charles10000

Charles10000

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Ct1 à dit:
Expert, tu peux mettre -notjunc, ça règle des problèmes defois
Et met toi en Full Compile aussi
Merci !
 
E

eagle777_

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sa ne marche pas moi
 
Kitsu

Kitsu

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eagle777_ à dit:
sa ne marche pas moi
Bonjour, merci de regarder les dates des derniers commentaires ... il faut eviter ce up de + d un an .. si vous avez un soucis faites un post vous même en expliquant le soucis^^
 
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