J'ai un probleme pour lancer ma map sous half-life2 deathmatch


canarticho

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Posté(e)

Bonjours a tous je suis venu ici pour demander de l'aide car je n'arrive pas a tester ma map sous half-life 2 deathmatch. :sweat:

Je peut vous passer ma map en .vmf si vous vouler la vérifier. :??:

Merci de votre aide. :sol:

Posté(e)

Tu l'as bien compiler en .bsp au moins?

Si oui ensuite il suffit de la mettre dans le répertoire:

C:\Program Files\Valve\Steam\SteamApps\ton_compte\half-life 2 deathmatch\hl2mp\maps

Tu lance HL²: DM, et tu créé ton propre serveur avec ta map, si il n'y a pas d'erreur dedans ça devrais marcher nikel (enfin si j'ai rien oublier :D ).

Posté(e)

Voici le message qui s'affiche quand je compile ma map en .bsp. :sol:

** Executing...

** Command: "c:\program files\valve\steam\steamapps\moncompte\sourcesdk\bin\vbsp.exe"

** Parameters: -game "c:\program files\valve\steam\steamapps\moncomtpe\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\batgregoire\half-life 2 deathmatch\hl2mp\maps\dm_runmap beta"

Valve Software - vbsp.exe (Jan 19 2005)

2 threads

materialPath: c:\program files\valve\steam\steamapps\moncompte\half-life 2 deathmatch\hl2mp\materials

Loading C:\Program Files\Valve\Steam\SteamApps\moncompte\half-life 2 deathmatch\hl2mp\maps\dm_runmap beta.vmf

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...done (0)

Merging details...done (0)

FixTjuncs...

PruneNodes...

WriteBSP...

done (0)

writing C:\Program Files\Valve\Steam\SteamApps\moncompte\half-life 2 deathmatch\hl2mp\maps\dm_runmap beta.prt...done (0)

Creating default cubemaps for env_cubemap using skybox sky_wasteland02...

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) (56535 bytes)

Emitting linux collision data (use -nolinuxdata to disable).

Building Physics collision data...

done (0) (56535 bytes)

Placing detail props : 0...1...2...3...4...5...6...7...8...9...10

Writing C:\Program Files\Valve\Steam\SteamApps\moncomtpe\half-life 2 deathmatch\hl2mp\maps\dm_runmap beta.bsp

2 seconds elapsed

Memory leak: mempool blocks left in memory: 48

Memory leak: mempool blocks left in memory: 2

** Executing...

** Command: "c:\program files\valve\steam\steamapps\moncomtpe\sourcesdk\bin\vvis.exe"

** Parameters: -game "c:\program files\valve\steam\steamapps\moncomtpe\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\moncompte\half-life 2 deathmatch\hl2mp\maps\dm_runmap beta"

Valve Software - vvis.exe (Dec 15 2004)

2 threads

reading c:\program files\valve\steam\steamapps\moncompte\half-life 2 deathmatch\hl2mp\maps\dm_runmap beta.bsp

reading c:\program files\valve\steam\steamapps\moncomtpe\half-life 2 deathmatch\hl2mp\maps\dm_runmap beta.prt

213 portalclusters

542 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 (5)

Optimized: 623 visible clusters (0.00%)

Total clusters visible: 28038

Average clusters visible: 131

Building PAS...

Average clusters audible: 186

visdatasize:13026 compressed from 13632

writing c:\program files\valve\steam\steamapps\moncompte\half-life 2 deathmatch\hl2mp\maps\dm_runmap beta.bsp

5 seconds elapsed

** Executing...

** Command: "c:\program files\valve\steam\steamapps\moncompte\sourcesdk\bin\vrad.exe"

** Parameters: -game "c:\program files\valve\steam\steamapps\moncompte\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\moncompte\half-life 2 deathmatch\hl2mp\maps\dm_runmap beta"

Valve Software - vrad.exe (Mar 8 2005)

----- Radiosity Simulator ----

2 threads

[Reading texlights from 'lights.rad']

[45 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\moncompte\half-life 2 deathmatch\hl2mp\maps\dm_runmap beta.bsp

997 faces

391194 square feet [56331940.00 square inches]

0 displacements

0 square feet [0.00 square inches]

997 patches before subdivision

8191 patches after subdivision

2 direct lights

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

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

transfers 171976, max 113

transfer lists: 1.3 megs

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

Bounce #1 added RGB(1333, 932, 783)

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

Bounce #2 added RGB(588, 343, 230)

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

Bounce #3 added RGB(90, 29, 12)

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

Bounce #4 added RGB(19, 5, 2)

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

Bounce #5 added RGB(4, 1, 0)

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

Bounce #6 added RGB(1, 0, 0)

Build Patch/Sample Hash Table(s).....Done<0.0141 sec>

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

FinalLightFace Done

Ready to Finish

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

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

Object names Objects/Maxobjs Memory / Maxmem Fullness

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

models 2/1024 96/49152 ( 0.2%)

brushes 157/8192 1884/98304 ( 1.9%)

brushsides 942/65536 7536/524288 ( 1.4%)

planes 494/65536 9880/1310720 ( 0.8%)

vertexes 1941/65536 23292/786432 ( 3.0%)

nodes 597/65536 19104/2097152 ( 0.9%)

texinfos 72/12288 5184/884736 ( 0.6%)

texdata 9/2048 288/65536 ( 0.4%)

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 997/65536 55832/3670016 ( 1.5%)

origfaces 458/65536 25648/3670016 ( 0.7%)

leaves 600/65536 33600/3670016 ( 0.9%)

leaffaces 1104/65536 2208/131072 ( 1.7%)

leafbrushes 436/65536 872/131072 ( 0.7%)

surfedges 6702/512000 26808/2048000 ( 1.3%)

edges 3804/256000 15216/1024000 ( 1.5%)

worldlights 2/8192 176/720896 ( 0.0%)

waterstrips 68/32768 680/327680 ( 0.2%)

waterverts 0/65536 0/786432 ( 0.0%)

waterindices 993/65536 1986/131072 ( 1.5%)

cubemapsamples 0/1024 0/16384 ( 0.0%)

overlays 0/512 0/180224 ( 0.0%)

lightdata [variable] 201468/0 ( 0.0%)

visdata [variable] 13026/16777216 ( 0.1%)

entdata [variable] 23478/393216 ( 6.0%)

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] 1/12 ( 8.3%)

pakfile [variable] 9906/0 ( 0.0%)

Win32 Specific Data:

physics [variable] 56535/4194304 ( 1.3%)

==== Total Win32 BSP file data space used: 534705 bytes ====

Linux Specific Data:

physicssurface [variable] 56535/6291456 ( 0.9%)

==== Total Linux BSP file data space used: 534705 bytes ====

Total triangle count: 2876

Writing c:\program files\valve\steam\steamapps\moncompte\half-life 2 deathmatch\hl2mp\maps\dm_runmap beta.bsp

14 seconds elapsed

** Executing...

** Command: Copy File

** Parameters: "C:\Program Files\Valve\Steam\SteamApps\moncompte\half-life 2 deathmatch\hl2mp\maps\dm_runmap beta.bsp" "c:\program files\valve\steam\steamapps\moncompte\half-life 2 deathmatch\hl2mp\maps\dm_runmap beta.bsp"

** Executing...

** Command: "c:\program files\valve\steam\steamapps\moncompte\half-life 2 deathmatch\hl2.exe"

** Parameters: -game "c:\program files\valve\steam\steamapps\moncompte\half-life 2 deathmatch\hl2mp" +map "dm_runmap beta"

Je vous remercie d'avance de votre aide. :)

Posté(e)

salut ActarusProcyon :hello:

Quand j'essaie de lancer ma map sous hl2: dm aucun chargement ne s'affiche. :sweat:

Est-ce que tu pourrais tester ma map si je te passe le fichier me verifier les erreur et me corriger les erreurs :??:

merci d'avance :sol:

Posté(e)

J'ai trouver ton problème, il est tous simple :D

Tu as mis un espace dans le nom de ta map (dm_runmap beta.bsp). IL NE FAUT SURTOUT PAS! Renomme-là dm_runmap_beta.bsp par exemple et tu verra que ça fonctionne ;).

J'ai tester ta map, elle est pas mal mais certain bloc ne sont pas texturée et elle manque de lumière, mais bon tu t'en redra conpte par toi même :D

  • 4 weeks later...
Posté(e)

Le site du Zér0 est génial, certe, mais ses cours ne permettent de faire que du mapping sur le moteur d'Half-Life 1 alors que Canarticho veux faire un map pour HL²:Deathmatch. Il y existe de nombreux autres sites qui ont des cours sur le moteur Source mais je ne vais pas les citer car je ne les connais pas tous (c'est surtout que j'en connais pas beaucoup :P ).

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