Displacements Now Showing In Test

DisruptedHunter

L2: Junior Member
Aug 30, 2009
89
1
I've been editing one of my older christmas maps to have a merge of an older christmas map for my servers holiday related map this season... It's giving me a ton of trouble. I fixed a small leak I had with area portals and that didn't fix anything. I tried hiding one displacement at a time, still nothing. Tried hiding pieces with lots of blocks and etcetc..when I test the map in game it jut refuses to show my displacements. I have 3 big detailed mountains that I consider to be the issue, but even when I hide just those and leave other displacements..it doesn't work. I just can not see ANY of the /OUTSIDE/ displacements. The ones inside work fine...can someone help? I've been at this for two days now trying to figure it out but nada. Interlopers isn't helping either, it's just same issues I always get in maps.

Here's my compile log:


** Executing...
** Command: "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Backup Folders\Documents\Tf2 maps\Mapping\xmas\idle_cy4g_wintercastle_b9.vmf"

Valve Software - vbsp.exe (Nov 20 2014)
8 threads
materialPath: F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Backup Folders\Documents\Tf2 maps\Mapping\xmas\idle_cy4g_wintercastle_b9.vmf
Can't find surfaceprop WoodWood_Lowdensity for material MYTEXTURES/CUSTOM_WINTERPATTERN4, using default
Can't find surfaceprop WoodWood_Lowdensity for material MYTEXTURES/CUSTOM_CARPET2, using default
"materials/mytextures/custom_blackfukufsfkjsd.vtf": cached version doesn't exist
Can't find surfaceprop WoodWood_Lowdensity for material MYTEXTURES/CUSTOM_TABLECLOTH, using default
Can't find surfaceprop WoodWood_Lowdensity for material MYTEXTURES/CUSTOM_WINTERPATTERN3, using default
material "nature/ice001" not found.
Material not found!: NATURE/ICE001
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop WoodWood_Lowdensity for material MYTEXTURES/CUSTOM_WINTERPATTERN2, using default
Patching WVT material: maps/idle_cy4g_wintercastle_b9/brick/blendcobbletocobblesnow001_wvt_patch
Patching WVT material: maps/idle_cy4g_wintercastle_b9/pl_barnblitz/blendsnowtodirt001_wvt_patch
Patching WVT material: maps/idle_cy4g_wintercastle_b9/maritime/nature/maritime_grass002_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (72.9 8396.2 179.5)
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 366638:

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...
Merged 982 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Backup Folders\Documents\Tf2 maps\Mapping\xmas\idle_cy4g_wintercastle_b9.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_halloween weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_halloween to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_halloween weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_halloween to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (1292019 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 5654 texinfos to 4096
Reduced 150 texdatas to 129 (4377 bytes to 3504)
Writing C:\Backup Folders\Documents\Tf2 maps\Mapping\xmas\idle_cy4g_wintercastle_b9.bsp
5 seconds elapsed

** Executing...
** Command: "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -fast "C:\Backup Folders\Documents\Tf2 maps\Mapping\xmas\idle_cy4g_wintercastle_b9"

Valve Software - vvis.exe (Nov 20 2014)
fastvis = true
8 threads
reading c:\backup folders\documents\tf2 maps\mapping\xmas\idle_cy4g_wintercastle_b9.bsp
reading c:\backup folders\documents\tf2 maps\mapping\xmas\idle_cy4g_wintercastle_b9.prt
6375 portalclusters
23194 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (8)
Optimized: 2017195 visible clusters (11.61%)
Total clusters visible: 17370734
Average clusters visible: 2724
Building PAS...
Average clusters audible: 6229
visdatasize:7906478 compressed from 10200000
writing c:\backup folders\documents\tf2 maps\mapping\xmas\idle_cy4g_wintercastle_b9.bsp
11 seconds elapsed

** Executing...
** Command: "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Backup Folders\Documents\Tf2 maps\Mapping\xmas\idle_cy4g_wintercastle_b9"

Valve Software - vrad.exe SSE (Nov 20 2014)

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

Loading c:\backup folders\documents\tf2 maps\mapping\xmas\idle_cy4g_wintercastle_b9.bsp
Setting up ray-trace acceleration structure... Done (1.58 seconds)
24488 faces
31 degenerate faces
5760328 square feet [829487232.00 square inches]
410 Displacements
85920 Square Feet [12372586.00 Square Inches]
24457 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
217991 patches after subdivision
sun extent from map=0.173648
144 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (30)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (52)
transfers 56183525, max 2667
transfer lists: 428.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1169461, 1133795, 1137279)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(589174, 517925, 436218)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(366512, 285506, 201014)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(239901, 165117, 98198)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(162975, 99087, 50431)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(112071, 60270, 26666)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(78143, 37185, 14540)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(54746, 23079, 8114)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(38617, 14425, 4636)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(27300, 9045, 2703)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(19378, 5696, 1606)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(13768, 3594, 970)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(9811, 2274, 595)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(6994, 1441, 370)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(4997, 915, 232)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(3570, 582, 147)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(2556, 371, 94)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(1830, 237, 60)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(1312, 151, 39)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #20 added RGB(941, 97, 25)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #21 added RGB(676, 62, 16)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #22 added RGB(485, 40, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #23 added RGB(349, 26, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #24 added RGB(251, 16, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #25 added RGB(181, 11, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #26 added RGB(130, 7, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #27 added RGB(94, 4, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #28 added RGB(68, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #29 added RGB(49, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #30 added RGB(35, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #31 added RGB(25, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #32 added RGB(18, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #33 added RGB(13, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #34 added RGB(10, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #35 added RGB(7, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #36 added RGB(5, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #37 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #38 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #39 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #40 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #41 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #42 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0722 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11)
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 (12)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 63/1024 3024/49152 ( 6.2%)
brushes 3251/8192 39012/98304 (39.7%)
brushsides 32116/65536 256928/524288 (49.0%)
planes 36934/65536 738680/1310720 (56.4%)
vertexes 39503/65536 474036/786432 (60.3%)
nodes 11707/65536 374624/2097152 (17.9%)
texinfos 4096/12288 294912/884736 (33.3%)
texdata 129/2048 4128/65536 ( 6.3%)
dispinfos 410/0 72160/0 ( 0.0%)
disp_verts 13610/0 272200/0 ( 0.0%)
disp_tris 18880/0 37760/0 ( 0.0%)
disp_lmsamples 190924/0 190924/0 ( 0.0%)
faces 24488/65536 1371328/3670016 (37.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 14542/65536 814352/3670016 (22.2%)
leaves 11771/65536 376672/2097152 (18.0%)
leaffaces 28844/65536 57688/131072 (44.0%)
leafbrushes 8466/65536 16932/131072 (12.9%)
areas 6/256 48/2048 ( 2.3%)
surfedges 180261/512000 721044/2048000 (35.2%)
edges 101930/256000 407720/1024000 (39.8%)
LDR worldlights 144/8192 12672/720896 ( 1.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 3257/32768 32570/327680 ( 9.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 55164/65536 110328/131072 (84.2%) VERY FULL!
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 6625492/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 7906478/16777216 (47.1%)
entdata [variable] 308176/393216 (78.4%)
LDR ambient table 11771/65536 47084/262144 (18.0%)
HDR ambient table 11771/65536 47084/262144 (18.0%)
LDR leaf ambient 48073/65536 1346044/1835008 (73.4%)
HDR leaf ambient 11771/65536 329588/1835008 (18.0%)
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] 4130/0 ( 0.0%)
physics [variable] 1292019/4194304 (30.8%)
physics terrain [variable] 63340/1048576 ( 6.0%)

Level flags = 0

Total triangle count: 72827
Writing c:\backup folders\documents\tf2 maps\mapping\xmas\idle_cy4g_wintercastle_b9.bsp
1 minute, 50 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Backup Folders\Documents\Tf2 maps\Mapping\xmas\idle_cy4g_wintercastle_b9.bsp" "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\idle_cy4g_wintercastle_b9.bsp"



here's the map if anyone wants to try it for themselves. Note, it takes a long time to open it because I have models that are ERRORS and need to fix them so they arent errors in the map anymore (even with props off displacements don't work) Also, the map isn't done/cleaned up fully. IT WOULD be if displacements would be working!

https://www.sendspace.com/file/6ccb6b

all I want for christmas is my map to work
 

DisruptedHunter

L2: Junior Member
Aug 30, 2009
89
1
You have a leak at 72.9 8396.2 179.5

I func_detailed that area and now my map (which STILL isn't showing outside displacements) is acting like there's a leak. but when I load point file it gets nothing.

this is what it looks like in one area..
2e4vhxz.png


** Executing...
** Command: "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Backup Folders\Documents\Tf2 maps\Mapping\xmas\idle_cy4g_wintercastle_b9.vmf"

Valve Software - vbsp.exe (Nov 20 2014)
8 threads
materialPath: F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Backup Folders\Documents\Tf2 maps\Mapping\xmas\idle_cy4g_wintercastle_b9.vmf
Can't find surfaceprop WoodWood_Lowdensity for material MYTEXTURES/CUSTOM_WINTERPATTERN4, using default
Can't find surfaceprop WoodWood_Lowdensity for material MYTEXTURES/CUSTOM_CARPET2, using default
"materials/mytextures/custom_blackfukufsfkjsd.vtf": cached version doesn't exist
Can't find surfaceprop WoodWood_Lowdensity for material MYTEXTURES/CUSTOM_TABLECLOTH, using default
Can't find surfaceprop WoodWood_Lowdensity for material MYTEXTURES/CUSTOM_WINTERPATTERN3, using default
material "nature/ice001" not found.
Material not found!: NATURE/ICE001
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop WoodWood_Lowdensity for material MYTEXTURES/CUSTOM_WINTERPATTERN2, using default
Patching WVT material: maps/idle_cy4g_wintercastle_b9/brick/blendcobbletocobblesnow001_wvt_patch
Patching WVT material: maps/idle_cy4g_wintercastle_b9/pl_barnblitz/blendsnowtodirt001_wvt_patch
Patching WVT material: maps/idle_cy4g_wintercastle_b9/nature/blendgroundtograss001b_wvt_patch
Patching WVT material: maps/idle_cy4g_wintercastle_b9/maritime/nature/maritime_grass002_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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...
Merged 1026 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Backup Folders\Documents\Tf2 maps\Mapping\xmas\idle_cy4g_wintercastle_b9.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_halloween weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_halloween to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_halloween weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_halloween to build the default cubemap!
Bad surface extents point: -1322.812500 -4599.000000 2151.000000
Bad surface extents point: -3150.050781 -2016.441406 2151.000000
Bad surface extents point: -2375.242188 -1925.972656 2151.000000
Bad surface extents point: -547.997070 -4508.540039 2151.000000
Bad surface extents - surface is too big to have a lightmap
material NATURE/SNOWFLOOR002A around point (-1849.0 -3262.5 2151.0)
(dimension: 1, 129>126)


** Executing...
** Command: "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -fast "C:\Backup Folders\Documents\Tf2 maps\Mapping\xmas\idle_cy4g_wintercastle_b9"

Valve Software - vvis.exe (Nov 20 2014)
fastvis = true
8 threads
reading c:\backup folders\documents\tf2 maps\mapping\xmas\idle_cy4g_wintercastle_b9.bsp
reading c:\backup folders\documents\tf2 maps\mapping\xmas\idle_cy4g_wintercastle_b9.prt
6797 portalclusters
25019 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (11)
Optimized: 2348482 visible clusters (11.67%)
Total clusters visible: 20118192
Average clusters visible: 2959
Building PAS...
Average clusters audible: 6638
visdatasize:8993755 compressed from 11636464
writing c:\backup folders\documents\tf2 maps\mapping\xmas\idle_cy4g_wintercastle_b9.bsp
14 seconds elapsed

** Executing...
** Command: "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Backup Folders\Documents\Tf2 maps\Mapping\xmas\idle_cy4g_wintercastle_b9"

Valve Software - vrad.exe SSE (Nov 20 2014)

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

Loading c:\backup folders\documents\tf2 maps\mapping\xmas\idle_cy4g_wintercastle_b9.bsp
Setting up ray-trace acceleration structure... Done (1.61 seconds)
24488 faces
31 degenerate faces
5760328 square feet [829487232.00 square inches]
410 Displacements
85920 Square Feet [12372586.00 Square Inches]
24457 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
217991 patches after subdivision
sun extent from map=0.173648
144 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (30)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (46)
transfers 35098282, max 2192
transfer lists: 267.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(654935, 655220, 701212)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(238193, 225979, 217412)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(114199, 99630, 86447)
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Bounce #4 added RGB(59615, 47372, 37545)
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Bounce #5 added RGB(33150, 23853, 17570)
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Bounce #6 added RGB(18955, 12315, 8556)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(11176, 6533, 4350)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(6680, 3514, 2273)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(4074, 1921, 1222)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(2500, 1060, 671)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1560, 592, 375)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(974, 333, 213)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(617, 189, 123)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(390, 108, 71)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(250, 62, 42)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(159, 36, 25)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(103, 21, 15)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(66, 12, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(43, 7, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(28, 4, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #21 added RGB(18, 3, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #22 added RGB(12, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #23 added RGB(8, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #24 added RGB(5, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #25 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #26 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #27 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #28 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0729 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (12)
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 (12)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 63/1024 3024/49152 ( 6.2%)
brushes 3251/8192 39012/98304 (39.7%)
brushsides 32116/65536 256928/524288 (49.0%)
planes 36934/65536 738680/1310720 (56.4%)
vertexes 39503/65536 474036/786432 (60.3%)
nodes 11707/65536 374624/2097152 (17.9%)
texinfos 4096/12288 294912/884736 (33.3%)
texdata 129/2048 4128/65536 ( 6.3%)
dispinfos 410/0 72160/0 ( 0.0%)
disp_verts 13610/0 272200/0 ( 0.0%)
disp_tris 18880/0 37760/0 ( 0.0%)
disp_lmsamples 190924/0 190924/0 ( 0.0%)
faces 24488/65536 1371328/3670016 (37.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 14542/65536 814352/3670016 (22.2%)
leaves 11771/65536 376672/2097152 (18.0%)
leaffaces 28844/65536 57688/131072 (44.0%)
leafbrushes 8466/65536 16932/131072 (12.9%)
areas 6/256 48/2048 ( 2.3%)
surfedges 180261/512000 721044/2048000 (35.2%)
edges 101930/256000 407720/1024000 (39.8%)
LDR worldlights 144/8192 12672/720896 ( 1.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 3257/32768 32570/327680 ( 9.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 55164/65536 110328/131072 (84.2%) VERY FULL!
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 6625492/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 8993755/16777216 (53.6%)
entdata [variable] 308176/393216 (78.4%)
LDR ambient table 11771/65536 47084/262144 (18.0%)
HDR ambient table 11771/65536 47084/262144 (18.0%)
LDR leaf ambient 48076/65536 1346128/1835008 (73.4%)
HDR leaf ambient 11771/65536 329588/1835008 (18.0%)
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] 4130/0 ( 0.0%)
physics [variable] 1292019/4194304 (30.8%)
physics terrain [variable] 63340/1048576 ( 6.0%)

Level flags = 0

Total triangle count: 72827
Writing c:\backup folders\documents\tf2 maps\mapping\xmas\idle_cy4g_wintercastle_b9.bsp
1 minute, 44 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Backup Folders\Documents\Tf2 maps\Mapping\xmas\idle_cy4g_wintercastle_b9.bsp" "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\idle_cy4g_wintercastle_b9.bsp"
 
Mar 23, 2013
1,013
347
after func detailing the coordinates it was pointing too, that "leak/coordinate" related problem went away, so..I posted my new compile log above. It's not giving me any abnormal errors in interlopers now. What do I do?

dude, func_detail does the opposite of sealing the map. A leak goes through every func_detail so instead of func_detailing more things, make them solid brushes again (ctrl+shift+w changes entities into solid brushes). Only solid brushes seal your map

what do you mean with outside-displacments? are they in a skybox?
 

DisruptedHunter

L2: Junior Member
Aug 30, 2009
89
1
dude, func_detail does the opposite of sealing the map. A leak goes through every func_detail so instead of func_detailing more things, make them solid brushes again (ctrl+shift+w changes entities into solid brushes). Only solid brushes seal your map

what do you mean with outside-displacments? are they in a skybox?

I don't really see what the issue is, the error itself on interlopers said it's either a leak or something that needed to be func detailed, I did that and the error went away, so why is this an issue?

The displacements indoors work fine. (pillows, beds, etc) The displacements OUTDOORS do not work fine. Aka mountains. Those are the only ones not showing up.
 

DisruptedHunter

L2: Junior Member
Aug 30, 2009
89
1
dude, func_detail does the opposite of sealing the map. A leak goes through every func_detail so instead of func_detailing more things, make them solid brushes again (ctrl+shift+w changes entities into solid brushes). Only solid brushes seal your map

what do you mean with outside-displacments? are they in a skybox?

I did what you said, and guess what, the error comes up again
"findportalside: couldn't find a good match for which brush to assign to a portal near (72.9 8396.2 179.5)

Description:
This error is usually followed by something like this:

Leaf 0 contents:(may vary)
Leaf 1 contents: CONTENTS_SOLID (may vary, e.g. CONTENTS_WATER)
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID (ditto)
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: [none or more brushnumbers]

Usually, this error is caused by a leak, so fix it if it is.
If it isn't, there is a (group of) brush(es) that is/are giving vbsp.exe a hard time to figure out your level.
Apparently it cannot determine the boundaries of a certain portal. Maybe there is a large brush covering the area, maybe the area is just to complicated for poor vbsp to figure out.

I don't know the details but usually turning entities to world brushes or vice-versa helps to fight the problem. Hell, just cutting a brush in two once helped me fight this problem.

Solution:
Find the given coordinates (or if a brush number is given search for the brush number) and see what you can do to to simplify the area (like turning brushes to func_detail). You should also check to see if the brushes are overlapping at any point." So removing the func detail on them causes the error to come back.
 

DisruptedHunter

L2: Junior Member
Aug 30, 2009
89
1
Then how about you load the pointfile and check which brush can be func_detailed and which not?

There is no point file. I always check that anyways.. I'm assuming that when it opens up like "idle_cy4g_wintercastle_b9.lin" and says not found, there isn't a point file aka not a leak. I've tried hiding the area too and that doesn't work. So I really am at a loss here. You can download the map, I provided the link above, and see for yourself. I've tried looking for leaks. I've tried a lot.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
If there is no point file it means that your map is sealed properly and there is no leak, but inside of the map there still lies an issue where it cant make the leafs or wall faces.

For example a misplaced area portal could do this. Many times it still draws a line (areaportal leak) but there are also cases where it doesnt (invalid areaportal). A hintbrush touching a face (at the same angle as the face) that gets clipped away for example is also a reason on why you can get a leak without pointfile.

Also, the error i see is:
Bad surface extents point: -1322.812500 -4599.000000 2151.000000
Bad surface extents point: -3150.050781 -2016.441406 2151.000000
Bad surface extents point: -2375.242188 -1925.972656 2151.000000
Bad surface extents point: -547.997070 -4508.540039 2151.000000
Bad surface extents - surface is too big to have a lightmap
material NATURE/SNOWFLOOR002A around point (-1849.0 -3262.5 2151.0)
(dimension: 1, 129>126)

I suspect this brush to be the displacement, and that its 1 huge one aswel.

Maybe the displacement itself is too large and you have to split it up into smaller sections. Or your displacement has an error where 2 of the edges clipped into each other (effectively removing a face of the displacement). The coordinates can at least give you the position of the brush giving problems. Im guessing that this is your outside mountain.

EDIT: and i noticed i just missed on other part. Did you set the lightmap scale to 1 on that mountain? As that very likely can be the cause of the problem. Normaly you can just keep them on 16 as in most cases it will look good enough. Setting them to 1 just wastes alot of HDD space for no good reason.

Further, since the log of vbsp stopped there and didnt mention it finished vbsp crashed. Before doing a normal compile of the map do one with nonly vbsp on normal. Saves the time for vvis and vrad as in this case they are just compiling an old state again. Its a waste of time. When you see that vbsp finishes the normal way you can turn those 2 on again. That means your vbsp should end with something like:

writing c:\backup folders\documents\tf2 maps\mapping\xmas\idle_cy4g_wintercastle_b9.bsp
11 seconds elapsed
 
Last edited:

DisruptedHunter

L2: Junior Member
Aug 30, 2009
89
1
If there is no point file it means that your map is sealed properly and there is no leak, but inside of the map there still lies an issue where it cant make the leafs or wall faces.

For example a misplaced area portal could do this. Many times it still draws a line (areaportal leak) but there are also cases where it doesnt (invalid areaportal). A hintbrush touching a face (at the same angle as the face) that gets clipped away for example is also a reason on why you can get a leak without pointfile.

Also, the error i see is:
Bad surface extents point: -1322.812500 -4599.000000 2151.000000
Bad surface extents point: -3150.050781 -2016.441406 2151.000000
Bad surface extents point: -2375.242188 -1925.972656 2151.000000
Bad surface extents point: -547.997070 -4508.540039 2151.000000
Bad surface extents - surface is too big to have a lightmap
material NATURE/SNOWFLOOR002A around point (-1849.0 -3262.5 2151.0)
(dimension: 1, 129>126)

I suspect this brush to be the displacement, and that its 1 huge one aswel.

Maybe the displacement itself is too large and you have to split it up into smaller sections. Or your displacement has an error where 2 of the edges clipped into each other (effectively removing a face of the displacement). The coordinates can at least give you the position of the brush giving problems. Im guessing that this is your outside mountain.

EDIT: and i noticed i just missed on other part. Did you set the lightmap scale to 1 on that mountain? As that very likely can be the cause of the problem. Normaly you can just keep them on 16 as in most cases it will look good enough. Setting them to 1 just wastes alot of HDD space for no good reason.

Further, since the log of vbsp stopped there and didnt mention it finished vbsp crashed. Before doing a normal compile of the map do one with nonly vbsp on normal. Saves the time for vvis and vrad as in this case they are just compiling an old state again. Its a waste of time. When you see that vbsp finishes the normal way you can turn those 2 on again. That means your vbsp should end with something like:

writing c:\backup folders\documents\tf2 maps\mapping\xmas\idle_cy4g_wintercastle_b9.bsp
11 seconds elapsed

I can NOT thank you enough. Hiding the displacements those coordinates pointed too, fixed it. I think they were just a face in another face and etc. I don't know how to explain it but I'm just so happy right now because are so excited for this map on my servers. Thank you so much for fixing it!!
 

henke37

aa
Sep 23, 2011
2,075
515
Further, since the log of vbsp stopped there and didnt mention it finished vbsp crashed. Before doing a normal compile of the map do one with nonly vbsp on normal. Saves the time for vvis and vrad as in this case they are just compiling an old state again. Its a waste of time. When you see that vbsp finishes the normal way you can turn those 2 on again. That means your vbsp should end with something like:

writing c:\backup folders\documents\tf2 maps\mapping\xmas\idle_cy4g_wintercastle_b9.bsp
11 seconds elapsed

Or you could set the advanced compile settings to check for the existence of the bsp file after completion. I think that VBSP removes the old one at an early stage.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
From my experience it doesnt do that, its something you have to manualy add. Maybe if vbsp just failed and finished it could remove the bsp. But it crashed in his case and in that case it doesnt remove it.