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help whit my gmod compile hello there so i have a problem when i try to compile a map this is the log: /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials Loading C:\Users\USER\Documents\A-Side Stuff from not main\gmod & game dev\map\rp_medieval\maps\rp_medieval_v2_d.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt Patching WVT material: maps/rp_medieval_v2_d/nature/blendrockdirt006a_wvt_patch Patching WVT material: maps/rp_medieval_v2_d/nature/blendgrassgravel01_wvt_patch Patching WVT material: maps/rp_medieval_v2_d//stonegrassblend_wvt_patch Patching WVT material: maps/rp_medieval_v2_d/fork/blendgravelsand001a_wvt_patch Patching WVT material: maps/rp_medieval_v2_d/nature/blendgravelgravel02b_wvt_patch Patching WVT material: maps/rp_medieval_v2_d/nature/blendgrassdirt01_wvt_patch Patching WVT material: maps/rp_medieval_v2_d/nature/blendmudmud001a_wvt_patch Patching WVT material: maps/rp_medieval_v2_d/nature/blendrockdirt007d_wvt_patch fixing up env_cubemap materials on brush sides... 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 228 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (5) writing C:\Users\USER\Documents\A-Side Stuff from not main\gmod & game dev\map\rp_medieval\maps\rp_medieval_v2_d.prt...Building visibility clusters... done (1) 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) (2151143 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9.Error! Too many detail props emitted on this map! (64K max!)n ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// i did search around and ask and i found what is the problem "Placing detail props : 0...1...2...3...4...5...6...7...8...9.Error! Too many detail props emitted on this map! (64K max!)n" and that is from texture that spawn detail props but the problem i don't know how to find the texture that spawn a loot of detail props and i don't know how to fix it ( the main is how to find it because the map is big and have other texture that spawn detail props) pleas help me i search and ask on steam one person told me to come here and ask here and i should find the solution's
So this is a full wiki page on detail props https://developer.valvesoftware.com/wiki/Detail_props In a material's vmt is used to determine which detail props is placed on the material during compile. Using your \GarrysMod\garrysmod\ root directory there is a file called detail.vbsp This contains the information needed to manipulate the density of detail props. Lets look at an example: This is the .vmt for blendgrassgravel001b "WorldVertexTransition" {     "$basetexture" "nature/dirtfloor006a"     "$basetexture2" "nature/gravelfloor004a"     "$detail" "overlays/macro01a"     "$detailscale" .1     "%detailtype" "coastline_redgrass03"     "%tooltexture" "nature/blendgrassgravel001a_tooltexture"     "%keywords" "wasteland"     "$surfaceprop" "dirt"     "$surfaceprop2" "dirt" } You can notice that the %detailtype is set to "coastline_redgrass03" Looking into the detail.vbsp we see that "coastline_redgrass03" coastline_redgrass03     //reduced size by 0.75     {         "density" "300.0"         Group1         {             "alpha" "0"             Model1             {                 "sprite" "288 0 128 128 512"                 "spritesize" "0.5 0.0 19 25"                 "spriterandomscale" "0.2"                 "amount" "0.2"                 "detailOrientation" "2"             }             Model2             {                 "sprite" "0 0 128 128 512"                 "spritesize" "0.5 0.0 23 30"                 "spriterandomscale" "0.2"                 "amount" "0.1"                 "detailOrientation" "2"             }             Model3             {                 "sprite" "144 0 128 128 512"                 "spritesize" "0.5 0.0 15 15"                 "spriterandomscale" "0.2"                 "amount" "0.15"                 "detailOrientation" "2"             }             Model4             {                 "sprite" "144 144 128 128 512"                 "spritesize" "0.5 0.0 18 21"                 "spriterandomscale" "0.2"                 "amount" "0.2"                 "detailOrientation" "2"             }             //shrub             Model5             {                 "sprite" "144 288 128 128 512"                 "spritesize" "0.5 0.0 38 38"                 "spriterandomscale" "0.2"                 "amount" "0.2"                 "detailOrientation" "2"             }             Model6             {                 "sprite" "0 288 128 128 512"                 "spritesize" "0.5 0.0 23 23"                 "spriterandomscale" "0.2"                 "amount" "0.1"                 "detailOrientation" "2"             }             Model7             {                 "sprite" "288 288 128 128 512"                 "spritesize" "0.5 0.0 42 42"                 "spriterandomscale" "0.2"                 "amount" "0.1"                 "detailOrientation" "2"             }         }         Group2         {             "alpha" "1"         }     } So we see the density value. That controls the density of detail sprites. If we were to look at that in game/hammer we would see https://developer.valvesoftware.com/w/images/5/55/Coastline_redgrass03.jpg Lets say we upped the density from 300 to 600. https://developer.valvesoftware.com/w/images/c/c5/Coastline_redgrass02.jpg As you can see we've doubled the amount of sprites. So in closing, if you want to fix your detail issue, find out which materials is using what detail sprite. Probably a texture you have over the whole map like a grass texture. Decrease the density of the detail type by modifying your detail.vbsp using notepad or a text editor of your choice. Then recompile the map. You will not need to redistribute the detail.vbsp in this instance because you are only reducing the amount that vbsp.exe places in your map during compile.
1_so you mean i will need to edit the detail.vsp and edit it (decrease the density) and then recompile and the problem solve 2_ i can't find the texture causing the problem ( the map doesn't just use 1 ground (grass) texture on each area (mount ,flat...) use different textures) . So how i know which one is the one causing the problem
So as I stated earlier the %detailtexture parameter inside of the material file will show you what material is using what detail type. If you'd like to outright disable this effect, in hammer you can select map>map properties... detail.vbsp file Just point it to a file that doens't exist. https://files.facepunch.com/forum/upload/811/0da3917f-3c97-4128-8de7-c1721c52b92a/image.png
1_ i did edit the detail.vsp in (Garry's mod>garry's mod) but i don't compile whit hammer i compile whit another compiler and even i edit the (decrease the density) nothing change on the compiler. 2_ i didn't understand fully what you mean i did go to the panel on your photo but what should after that 3_Yesterday i stay all night and change all the texture of the map to one that it use so i found the texture causing the problem but how i fix (going to the texture vmt and open it whit notepad++) this what it show me : and thx for helping me https://files.facepunch.com/forum/upload/113756/f3a591f0-863a-4bfa-8b3d-af828d52fe57/Capture.PNG
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