February 18, 201313 yr comment_138785 Bonjour, Bon voilà j'avais posté il y a quelques jours par rapport a une map qui depuis la mise a jour, faisait crash css, mais n'ayant pas eu d'explication, du coup je me suis remis a mapper, j'ai donc recompiler la map, et j'ai toujours un crash. Voici mes logs (corrigé par http://hl.logout.fr/ ) ** Executing... ** Command: "d:\program files\steam\steamapps\dantedan_skillof\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "d:\program files\steam\steamapps\dantedan_skillof\counter-strike source\cstrike" "K:\skillof\ba_jail_electric_razor_v6_s9_d.vmf" Valve Software - vbsp.exe (Oct 31 2012) 4 threads materialPath: d:\program files\steam\steamapps\dantedan_skillof\counter-strike source\cstrike\materials Loading K:\skillof\ba_jail_electric_razor_v6_s9_d.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in d:\program files\steam\steamapps\dantedan_skillof\counter-strike source\cstrike\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 2106 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing K:\skillof\ba_jail_electric_razor_v6_s9_d.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 (2) (1276846 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 3277 texinfos to 2384 Reduced 183 texdatas to 160 (8283 bytes to 7486) Writing K:\skillof\ba_jail_electric_razor_v6_s9_d.bsp 9 seconds elapsed ** Executing... ** Command: "d:\program files\steam\steamapps\dantedan_skillof\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "d:\program files\steam\steamapps\dantedan_skillof\counter-strike source\cstrike" "K:\skillof\ba_jail_electric_razor_v6_s9_d" Valve Software - vvis.exe (Oct 31 2012) 4 threads reading k:\skillof\ba_jail_electric_razor_v6_s9_d.bsp reading k:\skillof\ba_jail_electric_razor_v6_s9_d.prt 1087 portalclusters 3548 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 (92) Optimized: 1989 visible clusters (0.78%) Total clusters visible: 256050 Average clusters visible: 235 Building PAS... Average clusters audible: 619 visdatasize:185793 compressed from 295664 writing k:\skillof\ba_jail_electric_razor_v6_s9_d.bsp 1 minute, 36 seconds elapsed ** Executing... ** Command: "d:\program files\steam\steamapps\dantedan_skillof\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "d:\program files\steam\steamapps\dantedan_skillof\counter-strike source\cstrike" "K:\skillof\ba_jail_electric_razor_v6_s9_d" Valve Software - vrad.exe SSE (Oct 31 2012) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading k:\skillof\ba_jail_electric_razor_v6_s9_d.bsp Setting up ray-trace acceleration structure... Done (1.50 seconds) 13717 faces 7 degenerate faces Cette erreur peut généralement être ignorée (ou alors ce n'est pas vraiment une erreur). Vous avez X faces 'dégénérées' sur votre map. Cela se produit lorsque vous avez 2 des 3 points qui forment un triangle au même endroit ou que les trois points sont alignés (ce qui créé un triangle invalide, en fait ce n'est même plus un triangle). A part si cela cause réellement un problème notable sur votre map, ne partez pas à la chasse à cette erreur car cela risque de vous prendre un très long moment avant de trouver d'où cela vient (si seulement vous trouvez). 711821 square feet [102502272.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 13710 patches before subdivision 87134 patches after subdivision sun extent from map=0.000000 238 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (9) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9) transfers 21799864, max 1445 transfer lists: 166.3 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(1477882, 1408363, 818412) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(320890, 315580, 157082) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(78513, 78653, 35830) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(20952, 21136, 9272) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(6139, 6151, 2701) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(1944, 1915, 859) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(663, 643, 296) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(238, 227, 107) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(90, 85, 40) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(35, 33, 16) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(14, 13, 6) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #12 added RGB(6, 6, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(3, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #14 added RGB(1, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #15 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0208 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 (3) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 474/1024 22752/49152 (46.3%) brushes 3053/8192 36636/98304 (37.3%) brushsides 28022/65536 224176/524288 (42.8%) planes 30468/65536 609360/1310720 (46.5%) vertexes 22101/65536 265212/786432 (33.7%) nodes 5591/65536 178912/2097152 ( 8.5%) texinfos 2384/12288 171648/884736 (19.4%) texdata 160/2048 5120/65536 ( 7.8%) 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 13717/65536 768152/3670016 (20.9%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 11795/65536 660520/3670016 (18.0%) leaves 6066/65536 194112/2097152 ( 9.3%) leaffaces 16616/65536 33232/131072 (25.4%) leafbrushes 4710/65536 9420/131072 ( 7.2%) areas 11/256 88/2048 ( 4.3%) surfedges 113841/512000 455364/2048000 (22.2%) edges 66290/256000 265160/1024000 (25.9%) LDR worldlights 238/8192 20944/720896 ( 2.9%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 6/32768 72/393216 ( 0.0%) waterstrips 1155/32768 11550/327680 ( 3.5%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 20484/65536 40968/131072 (31.3%) cubemapsamples 30/1024 480/16384 ( 2.9%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 3066712/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 185793/16777216 ( 1.1%) entdata [variable] 411166/393216 (104.6%) VERY FULL! Cette erreur devrait être corrigée même si elle n'entrainera probablement aucun problème en dehors de l'objet concerné. Le message "VERY FULL!" situé à côté d'une catégorie d'objet de la map indique que ce type d'entité ou de structure commence à atteindre les limites du moteur. Il va falloir essayer de calmer le jeu sur ce type d'objet. LDR ambient table 6066/65536 24264/262144 ( 9.3%) HDR ambient table 6066/65536 24264/262144 ( 9.3%) LDR leaf ambient 18759/65536 525252/1835008 (28.6%) HDR leaf ambient 6066/65536 169848/1835008 ( 9.3%) 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] 1/12284 ( 0.0%) pakfile [variable] 3309137/0 ( 0.0%) physics [variable] 1276846/4194304 (30.4%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 37656 Writing k:\skillof\ba_jail_electric_razor_v6_s9_d.bsp 38 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "K:\skillof\ba_jail_electric_razor_v6_s9_d.bsp" "d:\program files\steam\steamapps\dantedan_skillof\counter-strike source\cstrike\maps\ba_jail_electric_razor_v6_s9_d.bsp" Pensez vous que le problème de crash peut venir du fait que j'ai rajouté trop d'objet similaire ?Erreur :entdata [variable] 411166/393216 (104.6%) VERY FULL! Car pour l'autre il est conseillé de "partez pas à la chasse à cette erreur car cela risque de vous prendreun très long moment avant de trouver d'où cela vient (si seulement voustrouvez)" Si oui, comment trouver quel objet est concerné ? Et sinon, de quoi cela peut venir ? Merci Ps : Engine version il faut mettre MP ou 2009 ? Edited February 18, 201313 yr by dantedan Report
February 18, 201313 yr comment_138787 certaines de nos maps grimpent a 150% de ent data sans soucisles degenerate face ne sont pas un soucis non plus. Report
February 18, 201313 yr Author comment_138789 Sinon, du coup pas d'erreur dans les logs, j'ai fait "ALT + P" pour fixer tous les problèmes, qu'est que je peux faire d'autres.. ? Edited February 19, 201313 yr by dantedan Report
February 21, 201313 yr Author comment_139224 Bon, va falloir aller trouver la solution sur des forums anglais.. Report
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