"Hammer" Problème Props_static

Discussion dans 'Garry's Mod' créé par madric, 17 Juillet 2017.

  1. madric

    madric Membre

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    Bonjour je suis madric et j'ai un problème après la compilation d'une modification de la mairie Rp_rockford_v2b.
    Le problème est le suivant :
    Certain props ne sont pas affiché dans la map après compilation. Les props qui disparaissent sont des props_static.

    image via Hammer :

    [​IMG]

    Image in-game :

    [​IMG]

    les models utilisaient qui ont un problème :
    "models/props/de_prodigy/lighthanging.mdl"
    "models/props/cs_office/light_inset.mdl"
    "models/props/de_inferno/bench_wood.mdl"
    "models/props_foliage/mall_pot_large01.mdl"
    "models/props_foliage/mall_small_palm01.mdl"
    "models/props_foliage/mall_bigleaves_plant03.mdl"
    "models/props_foliage/mall_bush02.mdl"
    "models/props_foliage/mall_pot_squarexl01.mdl"
    "models/props_foliage/maple_001_l.mdl"
    "models/props/de_train/acunit1.mdl"
    "models/props_rooftop/chimneypipe_cluster02a.mdl"
    "models/props/cs_assault/pylon.mdl"

    Je tiens a rajouté que ces props sont compatibles prop static et que la compilation pour ce log est en fast avancée.

    Je vais quand même vous passer les logs même si je n'ai pas réussi à savoir comment régler le problème via ce log.

    ****************************​

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vbsp.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\users\cédric\desktop\map serveur\map serveur"

    Valve Software - vbsp.exe (Jul 2 2017)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials
    Loading c:\users\cédric\desktop\map serveur\map serveur.vmf
    Can't find surfaceprop marble for material AGENCY/WALL/MARBLE01, using default
    Can't find surfaceprop marble for material AGENCY/FLOOR/MARBLE01A, using default
    "materials/metal/offelevdrsa.vtf": cached version doesn't exist
    Could not locate 'GameData' key in c:\program files (x86)\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 (1)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 4 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing c:\users\cédric\desktop\map serveur\map serveur.prt...Building visibility clusters...
    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) (119467 bytes)
    Error loading studio model "models/props/de_prodigy/lighthanging.mdl"!
    Error loading studio model "models/props/cs_office/light_inset.mdl"!
    Error loading studio model "models/props/de_inferno/bench_wood.mdl"!
    Error loading studio model "models/props_foliage/mall_pot_large01.mdl"!
    Error loading studio model "models/props_foliage/mall_small_palm01.mdl"!
    Error loading studio model "models/props_foliage/mall_bigleaves_plant03.mdl"!
    Error loading studio model "models/props_foliage/mall_bush02.mdl"!
    Error loading studio model "models/props_foliage/mall_pot_squarexl01.mdl"!
    Error loading studio model "models/props_foliage/maple_001_l.mdl"!
    Error loading studio model "models/props/de_train/acunit1.mdl"!
    Error loading studio model "models/props_rooftop/chimneypipe_cluster02a.mdl"!
    Error loading studio model "models/props/cs_assault/pylon.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 693 texinfos to 328
    Reduced 95 texdatas to 72 (4020 bytes to 3370)
    Writing c:\users\cédric\desktop\map serveur\map serveur.bsp
    9 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vvis.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\users\cédric\desktop\map serveur\map serveur"

    Valve Software - vvis.exe (Jul 2 2017)
    4 threads
    reading c:\users\cédric\desktop\map serveur\map serveur.bsp
    reading c:\users\cédric\desktop\map serveur\map serveur.prt
    695 portalclusters
    2178 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 (1241)
    Optimized: 1164 visible clusters (0.40%)
    Total clusters visible: 291647
    Average clusters visible: 419
    Building PAS...
    Average clusters audible: 694
    visdatasize:124111 compressed from 122320
    writing c:\users\cédric\desktop\map serveur\map serveur.bsp
    20 minutes, 41 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vrad.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\users\cédric\desktop\map serveur\map serveur"

    Valve Software - vrad.exe SSE (Jul 2 2017)

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

    Loading c:\users\cédric\desktop\map serveur\map serveur.bsp
    Error! Unable to load file "models/props/cs_assault/ventilationduct01.dx80.vtx"
    Setting up ray-trace acceleration structure... Done (0.19 seconds)
    4104 faces
    2890127 square feet [416178368.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    4104 patches before subdivision
    185644 patches after subdivision
    93 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (30)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (55)
    transfers 139594375, max 2484
    transfer lists: 1065.0 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(343086, 334462, 158107)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(92419, 90654, 45157)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(19814, 19100, 10525)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #4 added RGB(7711, 7142, 4770)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #5 added RGB(2618, 2322, 1612)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #6 added RGB(1405, 1247, 936)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(567, 493, 364)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #8 added RGB(328, 290, 221)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #9 added RGB(142, 123, 91)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #10 added RGB(83, 73, 55)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(37, 32, 23)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #12 added RGB(21, 19, 14)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #13 added RGB(10, 8, 6)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #14 added RGB(6, 5, 3)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #15 added RGB(3, 2, 2)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #16 added RGB(2, 1, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #17 added RGB(1, 1, 0)
    Build Patch/Sample Hash Table(s).....Done<0.1626 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
    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 (5)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 11/1024 528/49152 ( 1.1%)
    brushes 328/8192 3936/98304 ( 4.0%)
    brushsides 2237/65536 17896/524288 ( 3.4%)
    planes 1112/65536 22240/1310720 ( 1.7%)
    vertexes 4819/65536 57828/786432 ( 7.4%)
    nodes 1480/65536 47360/2097152 ( 2.3%)
    texinfos 328/12288 23616/884736 ( 2.7%)
    texdata 72/2048 2304/65536 ( 3.5%)
    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 4104/65536 229824/3670016 ( 6.3%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 1007/65536 56392/3670016 ( 1.5%)
    leaves 1492/65536 47744/2097152 ( 2.3%)
    leaffaces 4359/65536 8718/131072 ( 6.7%)
    leafbrushes 947/65536 1894/131072 ( 1.4%)
    areas 3/256 24/2048 ( 1.2%)
    surfedges 21997/512000 87988/2048000 ( 4.3%)
    edges 12486/256000 49944/1024000 ( 4.9%)
    LDR worldlights 93/8192 8184/720896 ( 1.1%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 158/32768 1580/327680 ( 0.5%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 2565/65536 5130/131072 ( 3.9%)
    cubemapsamples 4/1024 64/16384 ( 0.4%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 6849804/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 124111/16777216 ( 0.7%)
    entdata [variable] 54854/393216 (14.0%)
    LDR ambient table 1492/65536 5968/262144 ( 2.3%)
    HDR ambient table 1492/65536 5968/262144 ( 2.3%)
    LDR leaf ambient 7508/65536 210224/1835008 (11.5%)
    HDR leaf ambient 1492/65536 41776/1835008 ( 2.3%)
    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] 1/2870 ( 0.0%)
    pakfile [variable] 547037/0 ( 0.0%)
    physics [variable] 119467/4194304 ( 2.8%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 9757
    Writing c:\users\cédric\desktop\map serveur\map serveur.bsp
    1 minute, 48 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "c:\users\cédric\desktop\map serveur\map serveur.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\map serveur.bsp"


    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\hl2.exe"
    ** Parameters: -dev -console -allowdebug -game "C:\Program Files (x86)

    J'espère avoir une bonne nouvelle :D
     
  2. DestoGames

    DestoGames Membre actif

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    Si sur Hammer ta la texture en Error c'est que ta des models manquant
     
    Taink aime ça.
  3. Steinman78

    Steinman78 Geek suprême

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    Ta map n'a tout simplement pas compilé, il ne faut jamais mettre d'espaces dans un nom de map
     
    lirrox et Taink aiment ça.
  4. WabelGame

    WabelGame Membre hyper-actif

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    Il te faut un vbsp custom et que tu mette la commande -allowpropsasstatic si je ne me trompe pas
     
  5. madric

    madric Membre

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    Je recompile avec se que vous m'avez dit et je vous tien au courant Merci pour vos reponses ❤️❤️❤️❤️
     
  6. madric

    madric Membre

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    Comment faut il que je mette un vbsp custom et que je mette la commande -allowpropsasstatic ? svp
     
  7. madric

    madric Membre

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  8. Akulla

    Akulla Membre hyper-actif

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    Error! Unable to load file "models/props/cs_assault/ventilationduct01.dx80.vtx"
    ...
     
  9. Taink

    Taink Geek suprême

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    Non non, là il a juste pas les props. On lui a dit mais je sais pas si il a écouté. Enfin lu. Bref.
     
  10. madric

    madric Membre

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    Si j'ai les props dans mon world model quant je créer un props_static mais il ne spawn pas en compilation. Il faut que je télécharge un truc en plus ? sachant que je joue sur la map rp_rockford sans aucun problème de textures/models
     
  11. madric

    madric Membre

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    Je vais tester quelque chose
     
  12. Taink

    Taink Geek suprême

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    C'est très bien, mais quand tu vois un error dans Hammer c'est qu'il y a un problème.
    J'ai lu ton post, mais teste de transformer tes plantes en prop_dynamic. Au moins on sera fixés. Parfois on te dit que c'est compatible et ça ne l'est pas.
    Et chaque fois que tu change quelque chose dans la compilation (genre le nom de ta map), repost ton log de compilation.
     
    WabelGame aime ça.
  13. madric

    madric Membre

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    Quant je met les props en props dynamic cela est afficher sur la map mais j'ai l'impression que tout les props cs et les props en question ne s’affiche pas en static.
    J'ai donc très peut de props static je ne comprend pas. J'ai aussi essayer d'utiliser ces props sur un autre vmf mais rien y fait. ;(

    les logs :

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vbsp.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\users\cédric\desktop\map serveur\rp_serveur_v1"

    Valve Software - vbsp.exe (Jul 2 2017)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials
    Loading c:\users\cédric\desktop\map serveur\rp_serveur_v1.vmf
    Can't find surfaceprop marble for material AGENCY/WALL/MARBLE01, using default
    Can't find surfaceprop marble for material AGENCY/FLOOR/MARBLE01A, using default
    "materials/metal/offelevdrsa.vtf": cached version doesn't exist
    Could not locate 'GameData' key in c:\program files (x86)\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 4 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing c:\users\cédric\desktop\map serveur\rp_serveur_v1.prt...Building visibility clusters...
    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) (123579 bytes)
    Error loading studio model "models/props/cs_assault/light_shop2.mdl"!
    Error loading studio model "models/props/cs_office/light_inset.mdl"!
    Error loading studio model "models/props_urban/bench001.mdl"!
    Error loading studio model "models/props_foliage/mall_pot_large01.mdl"!
    Error loading studio model "models/props_foliage/mall_small_palm01.mdl"!
    Error loading studio model "models/props_foliage/mall_bigleaves_plant03.mdl"!
    Error loading studio model "models/props_foliage/maple_001_l.mdl"!
    Error loading studio model "models/props_foliage/mall_pot_squarexl01.mdl"!
    Error loading studio model "models/props_foliage/mall_bush02.mdl"!
    Error loading studio model "models/props_rooftop/chimneypipe_cluster02a.mdl"!
    Error loading studio model "models/props/cs_assault/pylon.mdl"!
    Error! To use model "models/props_phx/misc/t_light_single_b.mdl"
    with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/props_phx/misc/t_light_single_b.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 677 texinfos to 294
    Reduced 61 texdatas to 40 (2202 bytes to 1646)
    Writing c:\users\cédric\desktop\map serveur\rp_serveur_v1.bsp
    6 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vvis.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\users\cédric\desktop\map serveur\rp_serveur_v1"

    Valve Software - vvis.exe (Jul 2 2017)
    4 threads
    reading c:\users\cédric\desktop\map serveur\rp_serveur_v1.bsp
    reading c:\users\cédric\desktop\map serveur\rp_serveur_v1.prt
    752 portalclusters
    2456 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 (2729)
    Optimized: 1620 visible clusters (0.47%)
    Total clusters visible: 345082
    Average clusters visible: 458
    Building PAS...
    Average clusters audible: 751
    visdatasize:144757 compressed from 144384
    writing c:\users\cédric\desktop\map serveur\rp_serveur_v1.bsp
    45 minutes, 29 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vrad.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\users\cédric\desktop\map serveur\rp_serveur_v1"

    Valve Software - vrad.exe SSE (Jul 2 2017)

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

    Loading c:\users\cédric\desktop\map serveur\rp_serveur_v1.bsp
    Error! Unable to load file "models/props/cs_office/light_ceiling.dx80.vtx"
    Setting up ray-trace acceleration structure... Done (0.21 seconds)
    4246 faces
    2894623 square feet [416825792.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    4246 patches before subdivision
    185830 patches after subdivision
    83 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (30)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (76)
    transfers 140115908, max 2484
    transfer lists: 1069.0 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(327673, 319220, 145177)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(80861, 79285, 35423)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #3 added RGB(15763, 15179, 7265)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #4 added RGB(4935, 4456, 2495)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #5 added RGB(1590, 1344, 810)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(728, 600, 394)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #7 added RGB(303, 245, 163)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(159, 131, 90)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #9 added RGB(73, 59, 40)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #10 added RGB(40, 33, 22)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(19, 16, 10)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #12 added RGB(10, 9, 6)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #13 added RGB(5, 4, 3)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #14 added RGB(3, 2, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #15 added RGB(1, 1, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #16 added RGB(1, 1, 0)
    Build Patch/Sample Hash Table(s).....Done<0.1331 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
    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 (5)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 11/1024 528/49152 ( 1.1%)
    brushes 338/8192 4056/98304 ( 4.1%)
    brushsides 2299/65536 18392/524288 ( 3.5%)
    planes 1160/65536 23200/1310720 ( 1.8%)
    vertexes 5021/65536 60252/786432 ( 7.7%)
    nodes 1550/65536 49600/2097152 ( 2.4%)
    texinfos 294/12288 21168/884736 ( 2.4%)
    texdata 40/2048 1280/65536 ( 2.0%)
    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 4246/65536 237776/3670016 ( 6.5%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 1057/65536 59192/3670016 ( 1.6%)
    leaves 1562/65536 49984/2097152 ( 2.4%)
    leaffaces 4524/65536 9048/131072 ( 6.9%)
    leafbrushes 970/65536 1940/131072 ( 1.5%)
    areas 3/256 24/2048 ( 1.2%)
    surfedges 22892/512000 91568/2048000 ( 4.5%)
    edges 13010/256000 52040/1024000 ( 5.1%)
    LDR worldlights 83/8192 7304/720896 ( 1.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 169/32768 1690/327680 ( 0.5%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 2763/65536 5526/131072 ( 4.2%)
    cubemapsamples 1/1024 16/16384 ( 0.1%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 6929228/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 144757/16777216 ( 0.9%)
    entdata [variable] 59029/393216 (15.0%)
    LDR ambient table 1562/65536 6248/262144 ( 2.4%)
    HDR ambient table 1562/65536 6248/262144 ( 2.4%)
    LDR leaf ambient 7825/65536 219100/1835008 (11.9%)
    HDR leaf ambient 1562/65536 43736/1835008 ( 2.4%)
    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] 1/2674 ( 0.0%)
    pakfile [variable] 218534/0 ( 0.0%)
    physics [variable] 123579/4194304 ( 2.9%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 10164
    Writing c:\users\cédric\desktop\map serveur\rp_serveur_v1.bsp
    2 minutes, 9 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "c:\users\cédric\desktop\map serveur\rp_serveur_v1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_serveur_v1.bsp"


    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\hl2.exe"
    ** Parameters: -dev -console -allowdebug -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" +map "rp_serveur_v1"
     
  14. madric

    madric Membre

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  15. Taink

    Taink Geek suprême

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    Bah c'est parce que tes props sont juste incompatibles aux Prop_static.
     
  16. Feytone

    Feytone Geek suprême

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    ... Utilise Hammer Logout ça évitera 50 sujets forum dès que t'as un problème.
    Donc tu n'utilises pas le bon type de prop. Comment savoir cela Michel ? Quand tu choisis ton model, tu vas dans Info, et tu vois ce qui est coché est donc ce qui est compatible. Attention, quand c'est un physics, toujours mettre physics, même si Static est coché.
    Ensuite une erreur qui n'engendre rien mais c'est toujours cool d'en avoir aucune : tu utilises une texture de mur sur un sol. Agency/Wall/marble01 je te laisse trouver.
     
  17. madric

    madric Membre

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    Ok je vais don laisser ces props en dynamic
     
  18. madric

    madric Membre

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    Merci pour votre aides
     
    Feytone et Taink aiment ça.