Black brush faces?

R0GAN

L1: Registered
Oct 16, 2015
18
0
Hey guys so while messing around with a map I'm doing, a handful of brush faces in one particular part of the map have started going entirely black when running the actual map. I've attached a picture here of what I mean.

Using the interlopers.net checker, it says I have a 'zero child patch' problem and something to do with triangles- the explanations of which are complete crap which make no sense to me. I'll pop the compile log below incase anyone can make sense of it.

If someone could let me know what the problem is in easy to understand terms for a beginner like myself, I'd appreciate it alot!


** Executing...
** Command: "D:\Program files\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Program files\SteamApps\common\Team Fortress 2\tf" "C:\Users\Matt\Desktop\2fart8b.vmf"

Valve Software - vbsp.exe (Oct 29 2015)
8 threads
materialPath: D:\Program files\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Users\Matt\Desktop\2fart8b.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/2fart8b/nature/blendgroundtograss001_wvt_patch
Patching WVT material: maps/2fart8b/nature/blendgroundtogravel001_wvt_patch
Patching WVT material: maps/2fart8b/nature/blendgrassground001_wvt_patch
Patching WVT material: maps/2fart8b/nature/blendgroundtograss003_nodetail_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 1368 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Users\Matt\Desktop\2fart8b.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_01 to build the default cubemap!
Finding displacement neighbors...
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) (4526613 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 14145 texinfos to 6185
Reduced 369 texdatas to 284 (12757 bytes to 9032)
Writing C:\Users\Matt\Desktop\2fart8b.bsp
24 seconds elapsed
-0.279400 -2.044524 0.000000
0.355600 -1.986289 0.000000
0.355600 -2.044524 0.000000
-0.355600 -2.044524 0.000000
make_triangles:calc_triangle_representation: Cannot convert
-0.279400 -2.044524 0.000000
0.355600 -1.986289 0.000000
0.355600 -2.044524 0.000000
-0.355600 -2.044524 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "D:\Program files\SteamApps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Program files\SteamApps\common\Team Fortress 2\tf" "C:\Users\Matt\Desktop\2fart8b"

Valve Software - vvis.exe (Oct 29 2015)
8 threads
reading c:\users\matt\desktop\2fart8b.bsp
reading c:\users\matt\desktop\2fart8b.prt
2925 portalclusters
7781 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (781)
Optimized: 9220 visible clusters (1.10%)
Total clusters visible: 837574
Average clusters visible: 286
Building PAS...
Average clusters audible: 1104
visdatasize:958701 compressed from 2152800
writing c:\users\matt\desktop\2fart8b.bsp
13 minutes, 2 seconds elapsed

** Executing...
** Command: "D:\Program files\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\Program files\SteamApps\common\Team Fortress 2\tf" "C:\Users\Matt\Desktop\2fart8b"

Valve Software - vrad.exe SSE (Oct 29 2015)

Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\users\matt\desktop\2fart8b.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure... Done (12.14 seconds)
17936 faces
10 degenerate faces
2139483 square feet [308085600.00 square inches]
239 Displacements
169055 Square Feet [24343998.00 Square Inches]
17926 patches before subdivision
272764 patches after subdivision
sun extent from map=0.087156
1908 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (135)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (38)
transfers 26755929, max 900
transfer lists: 204.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(988583, 830357, 704230)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(315421, 235868, 181153)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(129876, 90374, 63776)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(57598, 36733, 23498)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(27853, 16321, 9485)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(13794, 7343, 3856)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(7020, 3391, 1609)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(3607, 1574, 674)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1871, 737, 285)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(976, 346, 121)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(511, 163, 52)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(268, 77, 22)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(141, 36, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(75, 17, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #15 added RGB(39, 8, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(21, 4, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(11, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(6, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #20 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #21 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1195 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (16)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
1316 of 1578 (83% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (118)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 174/1024 8352/49152 (17.0%)
brushes 5854/8192 70248/98304 (71.5%)
brushsides 42093/65536 336744/524288 (64.2%)
planes 17986/65536 359720/1310720 (27.4%)
vertexes 33152/65536 397824/786432 (50.6%)
nodes 8765/65536 280480/2097152 (13.4%)
texinfos 6185/12288 445320/884736 (50.3%)
texdata 284/2048 9088/65536 (13.9%)
dispinfos 239/0 42064/0 ( 0.0%)
disp_verts 13943/0 278860/0 ( 0.0%)
disp_tris 21472/0 42944/0 ( 0.0%)
disp_lmsamples 520439/0 520439/0 ( 0.0%)
faces 17936/65536 1004416/3670016 (27.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 12030/65536 673680/3670016 (18.4%)
leaves 8940/65536 286080/2097152 (13.6%)
leaffaces 23155/65536 46310/131072 (35.3%)
leafbrushes 15508/65536 31016/131072 (23.7%)
areas 20/256 160/2048 ( 7.8%)
surfedges 135618/512000 542472/2048000 (26.5%)
edges 84790/256000 339160/1024000 (33.1%)
LDR worldlights 1908/8192 167904/720896 (23.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 3/32768 36/393216 ( 0.0%)
waterstrips 1965/32768 19650/327680 ( 6.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 35859/65536 71718/131072 (54.7%)
cubemapsamples 87/1024 1392/16384 ( 8.5%)
overlays 223/512 78496/180224 (43.6%)
LDR lightdata [variable] 11214752/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 958701/16777216 ( 5.7%)
entdata [variable] 347794/393216 (88.4%) VERY FULL!
LDR ambient table 8940/65536 35760/262144 (13.6%)
HDR ambient table 8940/65536 35760/262144 (13.6%)
LDR leaf ambient 35866/65536 1004248/1835008 (54.7%)
HDR leaf ambient 8940/65536 250320/1835008 (13.6%)
occluders 2/0 80/0 ( 0.0%)
occluder polygons 3/0 36/0 ( 0.0%)
occluder vert ind 12/0 48/0 ( 0.0%)
detail props [variable] 1/79660 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/216656 ( 0.0%)
pakfile [variable] 60247/0 ( 0.0%)
physics [variable] 4526613/4194304 (107.9%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 51472
Writing c:\users\matt\desktop\2fart8b.bsp
5 minutes, 24 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Matt\Desktop\2fart8b.bsp" "D:\Program files\SteamApps\common\Team Fortress 2\tf\maps\2fart8b.bsp"


** Executing...
** Command: "D:\Program files\SteamApps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "D:\Program files\SteamApps\common\Team Fortress 2\tf" +map "2fart8b" -steam
 

Attachments

  • 2015-11-01_00001.jpg
    2015-11-01_00001.jpg
    300.2 KB · Views: 106

henke37

aa
Sep 23, 2011
2,075
515
Move the entire map a little.
 

R0GAN

L1: Registered
Oct 16, 2015
18
0
When I do that, the blackness just moves to other faces and if I move it any significant amount, the map gets weird leaks with no point file =/
 

tyler

aa
Sep 11, 2013
5,102
4,621
Yes, either remake the brushes or mess with the alignment of the faces (world/face). It happens sometimes.