NoDraw on Surface

Dragonisser

L1: Registered
Jul 12, 2014
37
18
NoDraw on Surface/vbsp crash/func_detail

The console says that i have NoDraw on a Surface, but i replace every nodraw with a texture and even checked with Visgroups ._.


Code:
** Executing...
** Command: "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\pl_canyon_b1.vmf"

Valve Software - vbsp.exe (Jul  7 2014)
8 threads
materialPath: D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\pl_canyon_b1.vmf
Patching WVT material: maps/pl_canyon_b1/koth_viaduct_event/blendrockgroundwallforest_viaduct_event002_wvt_patch
Patching WVT material: maps/pl_canyon_b1/nature/blendgroundtograss005_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...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
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done (0)
writing D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\pl_canyon_b1.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...
Found a displacement edge abutting multiple other edges.
Warning: overflowed 1066 displacement corner-neighbor lists.Warning: invalid neighbor connection on displacement near (1536.00 -2188.05 1600.00)
Warning: invalid neighbor connection on displacement near (1536.00 -2099.30 1280.00)
Warning: invalid neighbor connection on displacement near (1875.96 -1664.00 1600.00)
Warning: invalid neighbor connection on displacement near (1875.96 -1664.00 1600.00)
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) (8571032 bytes)
Placing detail props : 0...1...2...3...4...5...6...7..
** Executing...
** Command: "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\pl_canyon_b1"

Valve Software - vvis.exe (Jul  7 2014)
8 threads
reading d:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pl_canyon_b1.bsp
reading d:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pl_canyon_b1.prt
 374 portalclusters
 957 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 (7)
Optimized: 846 visible clusters (0.96%)
Total clusters visible: 88536
Average clusters visible: 236
Building PAS...
Average clusters audible: 362
visdatasize:37234  compressed from 35904
writing d:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pl_canyon_b1.bsp
7 seconds elapsed

** Executing...
** Command: "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters:  -game "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\pl_canyon_b1"

Valve Software - vrad.exe SSE (Jul  7 2014)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading d:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pl_canyon_b1.bsp
Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure... Done (0.19 seconds)
2046 faces
2693743 square feet [387899008.00 square inches]
2 Displacements
163881 Square Feet [23598944.00 Square Inches]
2046 patches before subdivision
116384 patches after subdivision
0 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 (9)
transfers 4963052, max 444
transfer lists:  37.9 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0571 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (3)
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 (9)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  12/1024          576/49152    ( 1.2%) 
brushes                131/8192         1572/98304    ( 1.6%) 
brushsides             838/65536        6704/524288   ( 1.3%) 
planes                 564/65536       11280/1310720  ( 0.9%) 
vertexes              2620/65536       31440/786432   ( 4.0%) 
nodes                 1113/65536       35616/2097152  ( 1.7%) 
texinfos               193/12288       13896/884736   ( 1.6%) 
texdata                 25/2048          800/65536    ( 1.2%) 
dispinfos                2/0             352/0        ( 0.0%) 
disp_verts             578/0           11560/0        ( 0.0%) 
disp_tris             1024/0            2048/0        ( 0.0%) 
disp_lmsamples       36222/0           36222/0        ( 0.0%) 
faces                 2046/65536      114576/3670016  ( 3.1%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              426/65536       23856/3670016  ( 0.7%) 
leaves                1126/65536       36032/2097152  ( 1.7%) 
leaffaces             2273/65536        4546/131072   ( 3.5%) 
leafbrushes            488/65536         976/131072   ( 0.7%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            10770/512000      43080/2048000  ( 2.1%) 
edges                 5728/256000      22912/1024000  ( 2.2%) 
LDR worldlights          0/8192            0/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips             74/32768         740/327680   ( 0.2%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          1122/65536        2244/131072   ( 1.7%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     9047312/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       37234/16777216 ( 0.2%) 
entdata               [variable]       30491/393216   ( 7.8%) 
LDR ambient table     1126/65536        4504/262144   ( 1.7%) 
HDR ambient table     1126/65536        4504/262144   ( 1.7%) 
LDR leaf ambient       688/65536       19264/1835008  ( 1.0%) 
HDR leaf ambient      1126/65536       31528/1835008  ( 1.7%) 
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]           1/3210     ( 0.0%) 
pakfile               [variable]      212591/0        ( 0.0%) 
physics               [variable]      163152/4194304  ( 3.9%) 
physics terrain       [variable]           0/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 4995
Writing d:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pl_canyon_b1.bsp
22 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\pl_canyon_b1.bsp" "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\pl_canyon_b1.bsp"

Its probably because of the mass of displacements i have, so what can i do to fix it? (i made to func_detail and it didnt crashed or showed the noDraw error, but that doesnt work because they cant be func_detail)


- Dragonisser
 
Last edited:

DioJoestar

L2: Junior Member
Jul 1, 2014
71
167
If I not wrong, you have displacements with nodraw texture. Something like this:
ihGt6Vg5XBeZF.png
 

Dragonisser

L1: Registered
Jul 12, 2014
37
18
The console says that i have NoDraw on a Surface, but i replace every nodraw with a texture and even checked with Visgroups ._.

I dont have any NoDraw. I checked with VisGroups for NoDraw and there is none, even the Materialbrowser says i dont have any.



Edit:

Well i just deleted every displacement i had and made new one. Now it seems to work.

7lhkhF1.jpg
 
Last edited:

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
When you make a brush a displacement it takes it out of any previous visgroups and put it into the displacement one.

to truely find all nodraw, do a find/replace using the material editor.

Also it's not just nodraw on a surface that's the problem, it's nodraw on a terrain surface. You read the error and omitted the one important word. (Terrain = displacement)
 

Yelta + 옐다

L1: Registered
Apr 25, 2020
19
2
This also happens when you use Clips or other Tool Textures, which makes sense when you look at the Explaination of YM, but it stilly says "NODRAW on Terrain Surface!". I wanted to make smoother clips for my curved stairs, but since this doesn't work, I'll have to find another way...