Weird problem, faces dissappearing in TF2...

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Chartle

L1: Registered
Aug 25, 2010
8
2
So, I was making my map, and when I wanted to test something (spawn room) it started up :

1. An old version of my map
2. For some reason when moving around some faces keep dissapearing, and stuff.

For some reason screenshots won't upload :)(), hope this is enough, if not I'll try ten times more :D
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
If an old version of your map is compiled then Hammer encountered a fatal error during the compile. Check your compile log or post it here if you can't find anything. Your second problem is probably related to the error as well.
 

Chartle

L1: Registered
Aug 25, 2010
8
2
Here's the compile log:

** Executing...
** Command: "c:\program files\steam\steamapps\linetori\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\linetori\team fortress 2\tf" "C:\Program Files\Steam\steamapps\linetori\sourcesdk_content\tf\mapsrc\herpaderp.vmf"

Valve Software - vbsp.exe (Jul 7 2010)
2 threads
materialPath: c:\program files\steam\steamapps\linetori\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\linetori\sourcesdk_content\tf\mapsrc\herpaderp.vmf
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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 34 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\steamapps\linetori\sourcesdk_content\tf\mapsrc\herpaderp.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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
Overlay touching too many faces (touching 73, max 64)
Overlay overlays/patch002 at -608.0 688.0 64.0

** Executing...
** Command: "c:\program files\steam\steamapps\linetori\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\linetori\team fortress 2\tf" "C:\Program Files\Steam\steamapps\linetori\sourcesdk_content\tf\mapsrc\herpaderp"

Valve Software - vvis.exe (Jul 7 2010)
2 threads
reading c:\program files\steam\steamapps\linetori\sourcesdk_content\tf\mapsrc\herpaderp.bsp
reading c:\program files\steam\steamapps\linetori\sourcesdk_content\tf\mapsrc\herpaderp.prt
170 portalclusters
455 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 (2)
Optimized: 58 visible clusters (0.00%)
Total clusters visible: 16340
Average clusters visible: 96
Building PAS...
Average clusters audible: 167
visdatasize:8848 compressed from 8160
writing c:\program files\steam\steamapps\linetori\sourcesdk_content\tf\mapsrc\herpaderp.bsp
2 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\linetori\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\linetori\team fortress 2\tf" "C:\Program Files\Steam\steamapps\linetori\sourcesdk_content\tf\mapsrc\herpaderp"

Valve Software - vrad.exe SSE (Jul 7 2010)

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

Loading c:\program files\steam\steamapps\linetori\sourcesdk_content\tf\mapsrc\herpaderp.bsp
Setting up ray-trace acceleration structure... Done (0.17 seconds)
547 faces
1 degenerate faces
269101 square feet [38750580.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
546 patches before subdivision
14608 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 831874, max 287
transfer lists: 6.3 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<0.0190 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (3)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 117/8192 1404/98304 ( 1.4%)
brushsides 805/65536 6440/524288 ( 1.2%)
planes 500/65536 10000/1310720 ( 0.8%)
vertexes 1005/65536 12060/786432 ( 1.5%)
nodes 326/65536 10432/2097152 ( 0.5%)
texinfos 34/12288 2448/884736 ( 0.3%)
texdata 10/2048 320/65536 ( 0.5%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 547/65536 30632/3670016 ( 0.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 350/65536 19600/3670016 ( 0.5%)
leaves 329/65536 10528/2097152 ( 0.5%)
leaffaces 651/65536 1302/131072 ( 1.0%)
leafbrushes 243/65536 486/131072 ( 0.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 4034/512000 16136/2048000 ( 0.8%)
edges 2510/256000 10040/1024000 ( 1.0%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 79/32768 790/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1209/65536 2418/131072 ( 1.8%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 2/512 704/180224 ( 0.4%)
LDR lightdata [variable] 306244/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 8848/16777216 ( 0.1%)
entdata [variable] 2487/393216 ( 0.6%)
LDR ambient table 329/65536 1316/262144 ( 0.5%)
HDR ambient table 329/65536 1316/262144 ( 0.5%)
LDR leaf ambient 160/65536 4480/1835008 ( 0.2%)
HDR leaf ambient 329/65536 9212/1835008 ( 0.5%)
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] 1/274 ( 0.4%)
pakfile [variable] 54/0 ( 0.0%)
physics [variable] 45123/4194304 ( 1.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 1545
Writing c:\program files\steam\steamapps\linetori\sourcesdk_content\tf\mapsrc\herpaderp.bsp
8 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\linetori\sourcesdk_content\tf\mapsrc\herpaderp.bsp" "c:\program files\steam\steamapps\linetori\team fortress 2\tf\maps\herpaderp.bsp"

I couldn't find anything wrong (except for the skybox thing) :C
(ignore the map filename, placeholder :))
 

Chartle

L1: Registered
Aug 25, 2010
8
2
That might do the trick, I checked and it was half inside a fence, trying now :3

Ah, here we go, the medkit/ammo pack were too close on it, thanks a bunch :)

Actually, no it didn't, same problem pursues D:

Deleted the overlays for now :(
 

nik

L12: Fabulous Member
Aug 14, 2009
987
564
you have 1 degenerate face!

maybe this is causing it?
 

Chartle

L1: Registered
Aug 25, 2010
8
2
No idea, I deleted the overlays and it worked, so...

Besides, how would I fix that?
 

red_flame586

L420: High Member
Apr 19, 2009
437
122
I had a problem like this with a glass that didn't show when you got far enough away, if that was the problem, I just rebuilt the brush and textured it different and it fixed it. Try using a different overlay and see if it's the image that's the problem (unlikely as it is it may be).
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Have you tried using hammer's problem checker? (Alt+P)
 

Chartle

L1: Registered
Aug 25, 2010
8
2
Yeah, it didn't give anything except "There is no player spawn (I have a BLU spawnroom and a placeholder RED spawn), so yeah.

I fixed it by removing the overlay btw.
 

Mr. Happy

L6: Sharp Member
Jul 16, 2008
320
158
If there is a ton of brush splitting intersecting the overlay than that can cause this problem, do you have alot of nearby geometry that needs to be func detailed?
 

Chartle

L1: Registered
Aug 25, 2010
8
2
No, it's just my floor, it has a prop_static fence next to it and I have all my stairs func_detailed, so D: