Bizarre VVIS bug

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zornor

L4: Comfortable Member
Jan 14, 2009
195
23
I took note of my map while it was compiling for once and noticed this:

Code:
** Executing...
** Command: "c:\program files\steam\steamapps\roflmaonubcake\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -leaktest -game "c:\program files\steam\steamapps\roflmaonubcake\team fortress 2\tf" "c:\program files\steam\steamapps\roflmaonubcake\sourcesdk_content\tf\mapsrc\pl_abyss_a2"

Valve Software - vbsp.exe (May 19 2009)
leaktest = true
2 threads
materialPath: c:\program files\steam\steamapps\roflmaonubcake\team fortress 2\tf\materials
Loading c:\program files\steam\steamapps\roflmaonubcake\sourcesdk_content\tf\mapsrc\pl_abyss_a2.vmf
Patching WVT material: maps/pl_abyss_a2/nature/blendrockgroundwall004_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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 92 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\program files\steam\steamapps\roflmaonubcake\sourcesdk_content\tf\mapsrc\pl_abyss_a2.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_nightfall_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_nightfall_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_nightfall_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_nightfall_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...
done (1) (177974 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 939 texinfos to 442
Reduced 72 texdatas to 68 (1466 bytes to 1337)
Writing c:\program files\steam\steamapps\roflmaonubcake\sourcesdk_content\tf\mapsrc\pl_abyss_a2.bsp
12 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\roflmaonubcake\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\roflmaonubcake\team fortress 2\tf" "c:\program files\steam\steamapps\roflmaonubcake\sourcesdk_content\tf\mapsrc\pl_abyss_a2"

Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\program files\steam\steamapps\roflmaonubcake\sourcesdk_content\tf\mapsrc\pl_abyss_a2.bsp
reading c:\program files\steam\steamapps\roflmaonubcake\sourcesdk_content\tf\mapsrc\pl_abyss_a2.prt
 [B]  1 portalclusters
   0 numportals
[/B]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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 1
Average clusters visible: 1
Building PAS...
Average clusters audible: 1
visdatasize:14  compressed from 16
writing c:\program files\steam\steamapps\roflmaonubcake\sourcesdk_content\tf\mapsrc\pl_abyss_a2.bsp
[B]0 seconds elapsed[/B]

Look carefully at VVIS. I apparently have NO PORTALS and it elapsed in 0 seconds. Using mat_wireframe 1 indeed confirms this as I can see the ENTIRE MAP AT ONCE. I'm pretty sure all I did was change some lightmaps around, too :<

This map isn't just a big room or anything, either. It's the next version of the map in my signature, plus a skybox. I don't have any leaks.

I already used the Interlopers error checker but it just gives me the good ol' "can't load skybox file skybox/sky_nightfall_01 to build the default cubemap!"

I'm almost certain my map isn't encased in a giant func_viscluster.

Any ideas?

EDIT: I think it either solved itself or deleting the extra sky_camera did it.
 
Last edited:

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
You are correct about the sky_camera. I am assuming it was the one you accidentally left over in the main map when copying stuff for the 3D sky? What happens is the sky_camera prevents any leaves from being created in any volume it is in, because the 3D sky doesn't/can't make use of vis data anyway.
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
I did that once you can usually tell when you can see the map lowered in the skybox.
Although sometimes this can be funny, me and my friend were fighting over 2 copies of the map with the same entities. :)
 

zornor

L4: Comfortable Member
Jan 14, 2009
195
23
Exactly right on what I did, Booj. I didn't notice at first because it picked the right sky_camera to use (probably because my skybox is north to the map rather than east/south).