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Guest Brahim93270

Besoin d'aide pour coriger ma map

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Guest Brahim93270

Bonjour, je suis à la recherche d'un bon mappeur pouvant m'aidez car sur ma map je rencontre plusieur problèmes sur la compilation. Je recherche une personne de confiance, voici le log si vous pouvais m'aidez dite le moi jvous enverrai le vmf en mp, merci.

** Executing...

** Command: "c:\program files\steam\steamapps\brahim93270\sourcesdk\bin\ep1\bin\vbsp.exe"

** Parameters: -game "c:\program files\steam\steamapps\brahim93270\counter-strike source\cstrike" "C:\Documents and Settings\Brahim\Bureau\new"

 

Valve Software - vbsp.exe (Dec 11 2006)

2 threads

materialPath: c:\program files\steam\steamapps\brahim93270\counter-strike source\cstrike\materials

Loading C:\Documents and Settings\Brahim\Bureau\new.vmf

Can't find surfaceprop stone for material DE_TIDES/TIDES_FLOOR_COBBLE_1, using default

material "nea/cruzer_logo2" not found

Material not found!: NEA/CRUZER_LOGO2

Can't find surfaceprop stone for material DE_TIDES/TIDES_CONCRETEFLOOR, using default

material "water_caribbean01" not found

Material not found!: /WATER_CARIBBEAN01

Can't find surfaceprop stone for material STONE/INFFLRA, using default

fixing up env_cubemap materials on brush sides...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8..Brush 79661: WARNING, microbrush

Brush 79663: WARNING, microbrush

Brush 79664: WARNING, microbrush

Brush 79669: WARNING, microbrush

Brush 79685: WARNING, microbrush

Brush 79688: WARNING, microbrush

Brush 79689: WARNING, microbrush

Brush 79690: WARNING, microbrush

Brush 79692: WARNING, microbrush

Brush 79693: WARNING, microbrush

Brush 79694: WARNING, microbrush

Brush 79695: WARNING, microbrush

Brush 79713: WARNING, microbrush

Brush 79716: WARNING, microbrush

Brush 79723: WARNING, microbrush

Brush 79727: WARNING, microbrush

Brush 79729: WARNING, microbrush

Brush 79737: WARNING, microbrush

Brush 79740: WARNING, microbrush

Brush 79746: WARNING, microbrush

Brush 79750: WARNING, microbrush

Brush 79765: WARNING, microbrush

Brush 79775: WARNING, microbrush

Brush 79776: WARNING, microbrush

Brush 79783: WARNING, microbrush

Brush 79784: WARNING, microbrush

Brush 79785: WARNING, microbrush

Brush 79786: WARNING, microbrush

Brush 79908: WARNING, microbrush

Brush 79909: WARNING, microbrush

Brush 79911: WARNING, microbrush

Brush 79919: WARNING, microbrush

Brush 79920: WARNING, microbrush

Brush 79924: WARNING, microbrush

Brush 79926: WARNING, microbrush

Brush 79946: WARNING, microbrush

Brush 79949: WARNING, microbrush

Brush 79952: WARNING, microbrush

Brush 79955: WARNING, microbrush

Brush 79959: WARNING, microbrush

Brush 79962: WARNING, microbrush

Brush 79965: WARNING, microbrush

Brush 79968: WARNING, microbrush

Brush 80068: WARNING, microbrush

Brush 80072: WARNING, microbrush

Brush 80086: WARNING, microbrush

Brush 80087: WARNING, microbrush

Brush 80099: WARNING, microbrush

Brush 80103: WARNING, microbrush

Brush 80130: WARNING, microbrush

Brush 80134: WARNING, microbrush

Brush 79993: WARNING, microbrush

Brush 79979: WARNING, microbrush

Brush 79975: WARNING, microbrush

Brush 80006: WARNING, microbrush

Brush 80010: WARNING, microbrush

Brush 80037: WARNING, microbrush

Brush 80041: WARNING, microbrush

.9...10 (5)

 

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1687.6, -2048.0, -1636.4)

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: Brush 10181:

 

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8..Brush 79661: WARNING, microbrush

Brush 79663: WARNING, microbrush

Brush 79664: WARNING, microbrush

Brush 79669: WARNING, microbrush

Brush 79685: WARNING, microbrush

Brush 79688: WARNING, microbrush

Brush 79689: WARNING, microbrush

Brush 79690: WARNING, microbrush

Brush 79692: WARNING, microbrush

Brush 79693: WARNING, microbrush

Brush 79694: WARNING, microbrush

Brush 79695: WARNING, microbrush

Brush 79713: WARNING, microbrush

Brush 79716: WARNING, microbrush

Brush 79723: WARNING, microbrush

Brush 79727: WARNING, microbrush

Brush 79729: WARNING, microbrush

Brush 79737: WARNING, microbrush

Brush 79740: WARNING, microbrush

Brush 79746: WARNING, microbrush

Brush 79750: WARNING, microbrush

Brush 79765: WARNING, microbrush

Brush 79775: WARNING, microbrush

Brush 79776: WARNING, microbrush

Brush 79783: WARNING, microbrush

Brush 79784: WARNING, microbrush

Brush 79785: WARNING, microbrush

Brush 79786: WARNING, microbrush

Brush 79908: WARNING, microbrush

Brush 79909: WARNING, microbrush

Brush 79911: WARNING, microbrush

Brush 79919: WARNING, microbrush

Brush 79920: WARNING, microbrush

Brush 79924: WARNING, microbrush

Brush 79926: WARNING, microbrush

Brush 79946: WARNING, microbrush

Brush 79949: WARNING, microbrush

Brush 79952: WARNING, microbrush

Brush 79955: WARNING, microbrush

Brush 79959: WARNING, microbrush

Brush 79962: WARNING, microbrush

Brush 79965: WARNING, microbrush

Brush 79968: WARNING, microbrush

Brush 80068: WARNING, microbrush

Brush 80072: WARNING, microbrush

Brush 80086: WARNING, microbrush

Brush 80087: WARNING, microbrush

Brush 80099: WARNING, microbrush

Brush 80103: WARNING, microbrush

Brush 80130: WARNING, microbrush

Brush 80134: WARNING, microbrush

Brush 79993: WARNING, microbrush

Brush 79979: WARNING, microbrush

Brush 79975: WARNING, microbrush

Brush 80006: WARNING, microbrush

Brush 80010: WARNING, microbrush

Brush 80037: WARNING, microbrush

Brush 80041: WARNING, microbrush

.9...10 (4)

 

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1687.6, -2048.0, -1636.4)

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: Brush 10181:

 

 

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1380.6, -2141.7, -323.0)

Leaf 0 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT

Leaf 1 contents:

viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW

This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW

Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW

Candidate brush IDs: Brush 18993:

 

 

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1380.9, -2113.8, -322.9)

Leaf 0 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT

Leaf 1 contents:

viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW

This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW

Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW

Candidate brush IDs: Brush 18993:

 

Processing areas...done (0)

Building Faces...done (1)

Chop Details...done (0)

Find Visible Detail Sides...Bad detail brush side

 

 

** Executing...

** Command: "c:\program files\steam\steamapps\brahim93270\sourcesdk\bin\ep1\bin\vrad.exe"

** Parameters: -game "c:\program files\steam\steamapps\brahim93270\counter-strike source\cstrike" "C:\Documents and Settings\Brahim\Bureau\new"

 

Valve Software - vrad.exe SSE (Nov 8 2007)

----- Radiosity Simulator ----

2 threads

[Reading texlights from 'lights.rad']

[1 texlights parsed from 'lights.rad']

 

Loading c:\documents and settings\brahim\bureau\new.bsp

No vis information, direct lighting only.

169 faces

21572 square feet [3106439.75 square inches]

0 displacements

0 square feet [0.00 square inches]

20 direct lights

BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)

Build Patch/Sample Hash Table(s).....Done<0.0014 sec>

FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)

FinalLightFace Done

0 of 0 (0% of) surface lights went in leaf ambient cubes.

ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Ready to Finish

 

Object names Objects/Maxobjs Memory / Maxmem Fullness

------------ --------------- --------------- --------

models 20/1024 960/49152 ( 2.0%)

brushes 53/8192 636/98304 ( 0.6%)

brushsides 318/65536 2544/524288 ( 0.5%)

planes 422/65536 8440/1310720 ( 0.6%)

vertexes 311/65536 3732/786432 ( 0.5%)

nodes 180/65536 5760/2097152 ( 0.3%)

texinfos 64/12288 4608/884736 ( 0.5%)

texdata 24/2048 768/65536 ( 1.2%)

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 169/65536 9464/3670016 ( 0.3%)

hdr faces 0/65536 0/3670016 ( 0.0%)

origfaces 138/65536 7728/3670016 ( 0.2%)

leaves 201/65536 6432/2097152 ( 0.3%)

leaffaces 195/65536 390/131072 ( 0.3%)

leafbrushes 144/65536 288/131072 ( 0.2%)

areas 2/256 16/2048 ( 0.8%)

surfedges 1274/512000 5096/2048000 ( 0.2%)

edges 711/256000 2844/1024000 ( 0.3%)

LDR worldlights 20/8192 1760/720896 ( 0.2%)

HDR worldlights 0/8192 0/720896 ( 0.0%)

waterstrips 3/32768 30/327680 ( 0.0%)

waterverts 0/65536 0/786432 ( 0.0%)

waterindices 66/65536 132/131072 ( 0.1%)

cubemapsamples 4/1024 64/16384 ( 0.4%)

overlays 0/512 0/180224 ( 0.0%)

LDR lightdata [variable] 37632/0 ( 0.0%)

HDR lightdata [variable] 0/0 ( 0.0%)

visdata [variable] 0/16777216 ( 0.0%)

entdata [variable] 32451/393216 ( 8.3%)

LDR leaf ambient 201/65536 4824/1572864 ( 0.3%)

HDR leaf ambient 0/65536 0/1572864 ( 0.0%)

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] 1/2284 ( 0.0%)

pakfile [variable] 49928/0 ( 0.0%)

 

Level flags = 0

 

Win32 Specific Data:

physics [variable] 22624/4194304 ( 0.5%)

==== Total Win32 BSP file data space used: 209153 bytes ====

 

Total triangle count: 384

Writing c:\documents and settings\brahim\bureau\new.bsp

6 seconds elapsed

 

** Executing...

** Command: Copy File

** Parameters: "C:\Documents and Settings\Brahim\Bureau\new.bsp" "c:\program files\steam\steamapps\brahim93270\counter-strike source\cstrike\maps\new.bsp"

 

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Guest Brahim93270
Author of the topic Posted

http://www.mapping-area.com/forum/viewtopic.php?f=13&t=22387&p=269752

 

Regarde le lien ci-dessus, se peux peut-être t'aider.

 

Et teste ton log de compilation ici :

 

http://hl.logout.fr/?p=HLErr

je connais se site tkt et je l'utilise depuis bien longtemps, mais là mon logs à plein de bug j'aimerai les corigés facilements^^. Merci desert il me dise aussi qu'il y a un leak mais jle trouve pas

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Commence par régler ça, microbrush, c'est un brush trop petit, plus petit qu'une unité hammer en gros, de toute façon tu as le numero, donc tu peux le retrouver facilement.


Skyzink.png

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C'est uniquement si les bloc ne ferme pas bien ta map que tu as un leak.

 

la meilleur méthode pour trouver les leak, ce n'est pas celle utiliser dans le tuto, le meilleur moyen c'est en fait de fait "load point file" dans hammer; quant il te demande de prendre le truc par défaut tu fait "non"; et tu sélectionne a la place le fichier .lin


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Certes... Mais il n'y a pas de leak d'après son log de compil' , je vois pas pourquoi tu dis ça.

De plus c'est faux ce que tu dis.

Un leak se forme seulement si il y a un accès ,quelque sois la taille qu'il puisse avoir, vers le vide, quand le joueur est sensible de voir le vide du hammer in-game...

Edited by Kenny

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Guest Brahim93270
Author of the topic Posted

Bin bluwin vu que tes si fort tu me règle les bugs de ma map?^^

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Un leak c'est quand ta map est pas hérmétique c'est a dire, que le leak c'est le vide, comme par exemple une maison sans toit.


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et kenny c'est bine ce que j'ai dit c'est seulement si sa ferme pas bien et que ya un accès vers le vide


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Un leak c'est quand ta map est pas hérmétique c'est a dire, que le leak c'est le vide, comme par exemple une maison sans toit.

 

Merci je sais. Seulement je t'ai déja dis que ça n'a aucun rapport avec cette map car selon le log de compilation, il n'y a aucun leak... Je vois pas pourquoi tu en a parlé.

Et je te signal qu'il y a la touche "modifier" afin de mofifier un message, plutot que d'en créer 50a la suite...

Edited by Kenny

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Merci desert il me dise aussi qu'il y a un leak mais jle trouve pas

 

Je parle de leak pour répondre a brahim.

 

Et je créé autant de message qu'il en faut.

 

Ps : j'avais pas vu le bouton "Modifier", nnn je rigole mais j'ai fait deux messages et pas "50" alors remarque débile.


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Ne pas confondre :

-Leak (est un trou dans votre map, trou qui laisse voir le vide)

-Leaf (est une zone)

pour faire simple :)

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