Crazy map error

Revocare

L1: Registered
Dec 12, 2010
9
0
For a while my map had'nt been working when loading it. I went back and fixed a few things, but it finally went through when removing the skybox and using the hollowed skybox method that worked before.

To my dismay:
uSfdF.png

yLGoA.png


Is this a simple fix? What's strange is the rendered nodraw. I checked my map, and there are no problems, save for no player start.

Help would be greatly appreciated.
 

Revocare

L1: Registered
Dec 12, 2010
9
0
Haha, sure thing.

I'm able to move around normally, collisions work and such. From different places in the map, different faces render and such. That's pretty much it. Is this a lighting issue? Some faces are entirely black.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Yes, VVIS is crashing or something and it's causing it to freak out. Check your compile log.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
If you are using the bigbox method of sealing, it is highly likely the areas that shouldn't be will be rendered, as it appears is happening.
The nodraw is a displacement. All tool textures functions are disabled on displacement surfaces and render as in Hammer.
 

Kagatos

L1: Registered
Jan 3, 2011
31
0
Isn't this something that happens when you have a leak into the void?

I could have sworn that I had this happen to me once and I'm pretty sure that was the cause.

Check for leaks, and make sure everything is sealed. Also, displacements don't seal so check that you have brushes behind em. That's all I can think of at the moment.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Show us your compile log.

Isn't this something that happens when you have a leak into the void?

I could have sworn that I had this happen to me once and I'm pretty sure that was the cause.

Check for leaks, and make sure everything is sealed. Also, displacements don't seal so check that you have brushes behind em. That's all I can think of at the moment.

No for the love of god this isn't a leak, though that's probably why it wasn't loading before.
 

Revocare

L1: Registered
Dec 12, 2010
9
0
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\brookchipman\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\brookchipman\team fortress 2\tf" "C:\Users\Chipman\Desktop\Dump maps here\Srs bsns\cp_descent.vmf"

Valve Software - vbsp.exe (Jul 7 2010)
6 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\brookchipman\team fortress 2\tf\materials
Loading C:\Users\Chipman\Desktop\Dump maps here\Srs bsns\cp_descent.vmf
Patching WVT material: maps/cp_descent/nature/blendgroundtograss008_wvt_patch
Patching WVT material: maps/cp_descent/nature/blendrockgroundwallforest002_wvt_patch
Patching WVT material: maps/cp_descent/cp_mountainlab/nature/blendrocktograss002_wvt_patch
Patching WVT material: maps/cp_descent/nature/blendgroundtograss007_wvt_patch
Patching WVT material: maps/cp_descent/cp_mountainlab/nature/groundtograss001_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 68 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
done (0)
writing C:\Users\Chipman\Desktop\Dump maps here\Srs bsns\cp_descent.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...

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\brookchipman\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\brookchipman\team fortress 2\tf" -fast "C:\Users\Chipman\Desktop\Dump maps here\Srs bsns\cp_descent"

Valve Software - vvis.exe (Jul 7 2010)
fastvis = true
6 threads
reading c:\users\chipman\desktop\dump maps here\srs bsns\cp_descent.bsp
reading c:\users\chipman\desktop\dump maps here\srs bsns\cp_descent.prt
1014 portalclusters
3569 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 39910 visible clusters (0.00%)
Total clusters visible: 915590
Average clusters visible: 902
Building PAS...
Average clusters audible: 1013
visdatasize:262518 compressed from 259584
writing c:\users\chipman\desktop\dump maps here\srs bsns\cp_descent.bsp
1 second elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\brookchipman\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\brookchipman\team fortress 2\tf" "C:\Users\Chipman\Desktop\Dump maps here\Srs bsns\cp_descent"

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

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

Loading c:\users\chipman\desktop\dump maps here\srs bsns\cp_descent.bsp
Setting up ray-trace acceleration structure... Done (4.76 seconds)
3553 faces
1289174 square feet [185641056.00 square inches]
277 Displacements
165398 Square Feet [23817366.00 Square Inches]
3553 patches before subdivision
59063 patches after subdivision

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Chipman\Desktop\Dump maps here\Srs bsns\cp_descent.bsp" "c:\program files (x86)\steam\steamapps\brookchipman\team fortress 2\tf\maps\cp_descent.bsp"

And thank you for the responses, you guys are great here.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Don't run VVIS on fast. It appears to be causing the error.
 

Revocare

L1: Registered
Dec 12, 2010
9
0
Oh god, ran it on normal and we're back to crashing on loading game data/resources.

EDIT: Found a displacement-Player Clip and destroyed that ho.
 
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