Torrents Stats
- Partagées
- 130 Go
- Téléchargées
- 1 Mo
- Ratio
- 133120
- Messages
- 1 117
- J'aime
- 1 092
- Trophées
- 830
- Inscrit
- 26 Novembre 2015
Yo les gens, je m'amuse un peu à faire des choses sur Hammer, n'ayant pas plus d’expérience que ça j'ai un problème final
J'ai fais mes petites modifs sympa etc.. sur la map de Murder que tout le monde connais "md_clue"
Au moment de recompiler, c'est comme si il manquais des choses, pour ceux qui ont déjà jouer en Murder sur cette map, on peut éteindre le courant, bah cette fois les murs reste lumineux, comme si ils n'étaient pas affecter par la lumière, quand je recompile en "HDR" j'ai un effet de lumière forte qui fait très mal au yeux, voici ma console quand je recompile.
Pour ceux qui savent je suis preneur pour l'info ^^
Je dispose des materials, j'ai essayer sur la map de base, md_clue et mu_clue_v2, j'ai décompiler les .bsp pour prendre les materials et ensuite les ajouter dans mon Garry's Mod ( Dossier materials, et map/md_clue ), j'ai aussi installer les content CSS ( Que logiquement je disposais déjà ) avec la map sans modif j'ai aucuns problème, cependant il n'y a pas une technique pour importer les materials quand on recompile le .bsp? ou quelque chose du genre
Pour faire simple, j'ai simplement dé compiler la map, C/C les matériaux, start game
Screen: avec HDR ( mu_clue_v2 )
Screen: Sans HDR ( mu_clue_v2 )
Merci du coup de main ( si possible )
Byby!
J'ai fais mes petites modifs sympa etc.. sur la map de Murder que tout le monde connais "md_clue"
Au moment de recompiler, c'est comme si il manquais des choses, pour ceux qui ont déjà jouer en Murder sur cette map, on peut éteindre le courant, bah cette fois les murs reste lumineux, comme si ils n'étaient pas affecter par la lumière, quand je recompile en "HDR" j'ai un effet de lumière forte qui fait très mal au yeux, voici ma console quand je recompile.
Pour ceux qui savent je suis preneur pour l'info ^^
Code:
** Executing...
** Command: "D:\SteamLibrary\steamapps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -game "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod" "C:\Users\Antho\Desktop\V2\mu_clue_v2_d.vmf"
Valve Software - vbsp.exe (Apr 23 2019)
4 threads
materialPath: D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\materials
Loading C:\Users\Antho\Desktop\V2\mu_clue_v2_d.vmf
material "de_chateau/wall04pnl02" not found.
Material not found!: de_chateau/wall04pnl02
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "cs_italy/plasterwall01" not found.
Material not found!: cs_italy/plasterwall01
material "cs_havana/woodm" not found.
Material not found!: cs_havana/woodm
material "de_cbble/pi_wood3" not found.
Material not found!: de_cbble/pi_wood3
material "test_speakers/miwoodm" not found.
Material not found!: test_speakers/miwoodm
material "de_chateau/wall02b" not found.
Material not found!: de_chateau/wall02b
material "cs_italy/wallpaper02a" not found.
Material not found!: cs_italy/wallpaper02a
material "de_chateau/woodi" not found.
Material not found!: de_chateau/woodi
material "de_chateau/wall04pnl" not found.
Material not found!: de_chateau/wall04pnl
material "wood/infceilinga" not found.
Material not found!: wood/infceilinga
material "de_chateau/wall01c" not found.
Material not found!: de_chateau/wall01c
material "de_piranesi/marblefloor01" not found.
Material not found!: de_piranesi/marblefloor01
material "de_piranesi/pi_cobbles" not found.
Material not found!: de_piranesi/pi_cobbles
material "de_dust/marketwall03" not found.
Material not found!: de_dust/marketwall03
material "de_chateau/wall03b" not found.
Material not found!: de_chateau/wall03b
material "de_cbble/woodbeam01" not found.
Material not found!: de_cbble/woodbeam01
material "cs_italy/cr_miscwood2b" not found.
Material not found!: cs_italy/cr_miscwood2b
material "de_piranesi/woodfloor02" not found.
Material not found!: de_piranesi/woodfloor02
material "de_dust/stonewall02c" not found.
Material not found!: de_dust/stonewall02c
material "carpet/offflra" not found.
Material not found!: carpet/offflra
material "de_piranesi/woodceiling01" not found.
Material not found!: de_piranesi/woodceiling01
material "de_chateau/roofa" not found.
Material not found!: de_chateau/roofa
material "de_tides/tides_wooden_arc_door_2" not found.
Material not found!: de_tides/tides_wooden_arc_door_2
material "de_chateau/booksa" not found.
Material not found!: de_chateau/booksa
material "de_piranesi/pi_rug3" not found.
Material not found!: de_piranesi/pi_rug3
material "cs_italy/picrate1" not found.
Material not found!: cs_italy/picrate1
material "cs_italy/stonewall02" not found.
Material not found!: cs_italy/stonewall02
material "cs_italy/wfloor-sn00" not found.
Material not found!: cs_italy/wfloor-sn00
material "cs_italy/ironmetal01" not found.
Material not found!: cs_italy/ironmetal01
material "cs_havana/metal02" not found.
Material not found!: cs_havana/metal02
material "glass/prodwndwa" not found.
Material not found!: glass/prodwndwa
material "de_chateau/woodm" not found.
Material not found!: de_chateau/woodm
material "cs_italy/carpet-sn03" not found.
Material not found!: cs_italy/carpet-sn03
material "effects/metaldoor017a" not found.
Material not found!: effects/metaldoor017a
material "peek/qcgameslogo" not found.
Material not found!: peek/qcgameslogo
material "peek/peek" not found.
Material not found!: peek/peek
material "de_cbble/grassdirt_blend" not found.
Material not found!: de_cbble/grassdirt_blend
material "de_chateau/curtain01a" not found.
Material not found!: de_chateau/curtain01a
material "cs_italy/pdoor1" not found.
Material not found!: cs_italy/pdoor1
material "cs_havana/ivy06a" not found.
Material not found!: cs_havana/ivy06a
material "cs_italy/steel" not found.
Material not found!: cs_italy/steel
material "cs_italy/{rustyrungs" not found.
Material not found!: cs_italy/{rustyrungs
material "de_chateau/curtain01b" not found.
Material not found!: de_chateau/curtain01b
material "de_piranesi/pi_rug5" not found.
Material not found!: de_piranesi/pi_rug5
material "nippertextures/clue/mirror" not found.
Material not found!: nippertextures/clue/mirror
material "de_piranesi/pi_wood3" not found.
Material not found!: de_piranesi/pi_wood3
material "cs_italy/framed01sn" not found.
Material not found!: cs_italy/framed01sn
material "seventh/scarislandpainting" not found.
Material not found!: seventh/scarislandpainting
material "cs_havana/picta" not found.
Material not found!: cs_havana/picta
material "de_piranesi/pi_art3" not found.
Material not found!: de_piranesi/pi_art3
material "cs_italy/framed05sn" not found.
Material not found!: cs_italy/framed05sn
material "cs_italy/framed04sn" not found.
Material not found!: cs_italy/framed04sn
material "cs_italy/oldradio" not found.
Material not found!: cs_italy/oldradio
material "cs_havana/pictc" not found.
Material not found!: cs_havana/pictc
material "cs_italy/framed02sn" not found.
Material not found!: cs_italy/framed02sn
material "de_piranesi/pi_art1" not found.
Material not found!: de_piranesi/pi_art1
material "de_piranesi/pi_art2" not found.
Material not found!: de_piranesi/pi_art2
material "cs_havana/pictb" not found.
Material not found!: cs_havana/pictb
Patching WVT material: maps/mu_clue_v2_d/nature/blendgrassgravel002a_wvt_patch
Patching WVT material: maps/mu_clue_v2_d/nature/blendcliffgrass001a_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...Wrote C:\Users\Antho\Desktop\V2\mu_clue_v2_d.lin
Areaportal leak ! File: C:\Users\Antho\Desktop\V2\mu_clue_v2_d.lin
Brush 12553: areaportal brush doesn't touch two areas
Brush 12525: areaportal brush doesn't touch two areas
done (0)
Building Faces...done (0)
Chop Details...done (1)
Find Visible Detail Sides...
Merged 506 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Antho\Desktop\V2\mu_clue_v2_d.prt...Building visibility clusters...
done (0)
material "skybox/sky_nightmare01_hdrrt" not found.
Can't load skybox file skybox/sky_nightmare01_hdr to build the default cubemap!
Can't load skybox file skybox/sky_nightmare01_hdr to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
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) (2411331 bytes)
Error loading studio model STATIC "models/props/cs_italy/it_lampholder2.mdl"!
Error loading studio model STATIC "models/props/cs_italy/it_lantern1.mdl"!
Error loading studio model STATIC "models/props/CS_militia/gun_cabinet.mdl"!
Error loading studio model STATIC "models/props/CS_militia/gun_cabinet_glass.mdl"!
Error loading studio model STATIC "models/props/cs_italy/winerack_small.mdl"!
Error loading studio model STATIC "models/props_c17/light_industrialbell02_on.mdl"!
Error loading studio model STATIC "models/props/cs_havana/bookcase_small.mdl"!
Error loading studio model STATIC "models/props/cs_havana/bookcase_large.mdl"!
Error loading studio model STATIC "models/props/CS_militia/oldphone01.mdl"!
Error loading studio model STATIC "models/props/CS_militia/furnace01.mdl"!
Error loading studio model STATIC "models/props/CS_militia/wood_table.mdl"!
Error loading studio model STATIC "models/props/CS_militia/crate_stackmill.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2783 texinfos to 1824
Reduced 282 texdatas to 247 (10791 bytes to 9193)
Writing C:\Users\Antho\Desktop\V2\mu_clue_v2_d.bsp
7 seconds elapsed
** Executing...
** Command: "D:\SteamLibrary\steamapps\common\GarrysMod\bin\vvis.exe"
** Parameters: -game "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod" "C:\Users\Antho\Desktop\V2\mu_clue_v2_d"
Valve Software - vvis.exe (Apr 23 2019)
4 threads
reading c:\users\antho\desktop\v2\mu_clue_v2_d.bsp
reading c:\users\antho\desktop\v2\mu_clue_v2_d.prt
1644 portalclusters
4759 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 (102)
Optimized: 5894 visible clusters (1.47%)
Total clusters visible: 401412
Average clusters visible: 244
Building PAS...
Average clusters audible: 1065
visdatasize:452982 compressed from 683904
writing c:\users\antho\desktop\v2\mu_clue_v2_d.bsp
1 minute, 42 seconds elapsed
** Executing...
** Command: "D:\SteamLibrary\steamapps\common\GarrysMod\bin\vrad.exe"
** Parameters: -game "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod" "C:\Users\Antho\Desktop\V2\mu_clue_v2_d"
Valve Software - vrad.exe SSE (Apr 23 2019)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\users\antho\desktop\v2\mu_clue_v2_d.bsp
PREP OK
Setting up ray-trace acceleration structure... Done (1.06 seconds)
9163 faces
7 degenerate faces
215449 square feet [31024778.00 square inches]
32 Displacements
12475 Square Feet [1796418.50 Square Inches]
9156 patches before subdivision
24418 patches after subdivision
99 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 (5)
transfers 3397793, max 1299
transfer lists: 25.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(10862, 10243, 10963)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1445, 1293, 1143)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(209, 180, 150)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(31, 26, 21)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(5, 4, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0038 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (3)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 137/1024 6576/49152 (13.4%)
brushes 2557/16384 30684/196608 (15.6%)
brushsides 17038/65536 136304/524288 (26.0%)
planes 7004/65536 140080/1310720 (10.7%)
vertexes 15098/65536 181176/786432 (23.0%)
nodes 4546/65536 145472/2097152 ( 6.9%)
texinfos 1824/12288 131328/884736 (14.8%)
texdata 247/2048 7904/65536 (12.1%)
dispinfos 32/0 5632/0 ( 0.0%)
disp_verts 7456/0 149120/0 ( 0.0%)
disp_tris 13120/0 26240/0 ( 0.0%)
disp_lmsamples 37897/0 37897/0 ( 0.0%)
faces 9163/65536 513128/3670016 (14.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6732/65536 376992/3670016 (10.3%)
leaves 4684/65536 149888/2097152 ( 7.1%)
leaffaces 12316/65536 24632/131072 (18.8%)
leafbrushes 5889/65536 11778/131072 ( 9.0%)
areas 22/1024 176/8192 ( 2.1%)
surfedges 70732/512000 282928/2048000 (13.8%)
edges 43166/256000 172664/1024000 (16.9%)
LDR worldlights 99/8192 8712/720896 ( 1.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 11/32768 132/393216 ( 0.0%)
waterstrips 768/32768 7680/327680 ( 2.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 14961/65536 29922/131072 (22.8%)
cubemapsamples 69/1024 1104/16384 ( 6.7%)
overlays 1/512 352/180224 ( 0.2%)
LDR lightdata [variable] 1492120/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 452982/16777216 ( 2.7%)
entdata [variable] 186181/393216 (47.3%)
LDR ambient table 4684/65536 18736/262144 ( 7.1%)
HDR ambient table 4684/65536 18736/262144 ( 7.1%)
LDR leaf ambient 11264/65536 315392/1835008 (17.2%)
HDR leaf ambient 4684/65536 131152/1835008 ( 7.1%)
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] 1/35700 ( 0.0%)
dtl prp lght [variable] 1/5259 ( 0.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/10962 ( 0.0%)
pakfile [variable] 44097/0 ( 0.0%)
physics [variable] 2411331/4194304 (57.5%)
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 25550
Writing c:\users\antho\desktop\v2\mu_clue_v2_d.bsp
13 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Antho\Desktop\V2\mu_clue_v2_d.bsp" "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\maps\mu_clue_v2_d.bsp"
** Executing...
** Command: "D:\SteamLibrary\steamapps\common\GarrysMod\hl2.exe"
** Parameters: -game "D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod" +sv_lan 1 +map "mu_clue_v2_d" -steam
Je dispose des materials, j'ai essayer sur la map de base, md_clue et mu_clue_v2, j'ai décompiler les .bsp pour prendre les materials et ensuite les ajouter dans mon Garry's Mod ( Dossier materials, et map/md_clue ), j'ai aussi installer les content CSS ( Que logiquement je disposais déjà ) avec la map sans modif j'ai aucuns problème, cependant il n'y a pas une technique pour importer les materials quand on recompile le .bsp? ou quelque chose du genre
Pour faire simple, j'ai simplement dé compiler la map, C/C les matériaux, start game
Screen: avec HDR ( mu_clue_v2 )
Screen: Sans HDR ( mu_clue_v2 )
Merci du coup de main ( si possible )
Byby!