- Jun 27, 2010
- 14
- 0
So I've got this problem when I run my map, when I walk around it sometimes many brushes just disappear for my view, like if the visleaves were completely random and broken, even though the visibility of brushes in this case also depends on my angle of view, not only the position. One thing I also noticed is how a lot of brushes preferably disappear when I'm looking at a lot of brush geometry from a further distance, even if there are exceptions.
Here a part of the map where everything seems normal:
http://www.abload.de/img/pic1800r.jpg
Now I take a little step backwards:
http://www.abload.de/img/pic2409h.jpg
This problem appears throughout the map, sometimes I can even look around and see no brushes at all, just all the props and the skybox.
Also, here's my changelog; I already checked it with the compile log checker over at Interlopers.net but all I got was an error concerning cubemaps, some models I forgot to assign the right prop types to and some seemingly harmless problem called "zero area child patch".
For further information, my map currently consists out of two huge skybox boxes, one wrapped around the map and the other one around the 3D skybox. Both I double-checked for leaks.
Any help would be greatly appreciated!
Here a part of the map where everything seems normal:
http://www.abload.de/img/pic1800r.jpg
Now I take a little step backwards:
http://www.abload.de/img/pic2409h.jpg
This problem appears throughout the map, sometimes I can even look around and see no brushes at all, just all the props and the skybox.
Also, here's my changelog; I already checked it with the compile log checker over at Interlopers.net but all I got was an error concerning cubemaps, some models I forgot to assign the right prop types to and some seemingly harmless problem called "zero area child patch".
For further information, my map currently consists out of two huge skybox boxes, one wrapped around the map and the other one around the 3D skybox. Both I double-checked for leaks.
Code:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\accoutname\team fortress 2\tf" "mapdirectory"
Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\accountname\team fortress 2\tf\materials
Loading mapname.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/mapname/cp_mountainlab/nature/groundtograss001_nodetail_wvt_patch
Patching WVT material: maps/mapname/coalmines/blendbeach_to_beach_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 (0)
Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1542 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (3)
writing mapname.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) (1885472 bytes)
Error! To use model "models/props_gameplay/resupply_locker.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_gameplay/resupply_locker.mdl"!
Error! To use model "models/props_manor/grandfather_clock_01.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_manor/grandfather_clock_01.mdl"!
Error! To use model "models/player/items/spy/spy_rose.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/player/items/spy/spy_rose.mdl"!
Error! To use model "models/cp_gallery/saxton_stand.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/cp_gallery/saxton_stand.mdl"!
Error! To use model "models/weapons/c_models/c_hippocrates_bust/c_hippocrates_bust.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/weapons/c_models/c_hippocrates_bust/c_hippocrates_bust.mdl"!
Error! To use model "models/player/items/soldier/medals.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/player/items/soldier/medals.mdl"!
Error! To use model "models/player/items/soldier/drg_hair_beard.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/player/items/soldier/drg_hair_beard.mdl"!
Error! To use model "models/weapons/c_models/c_saxxy/c_saxxy.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/weapons/c_models/c_saxxy/c_saxxy.mdl"!
Error! To use model "models/player/items/pyro/pyro_monocle.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/player/items/pyro/pyro_monocle.mdl"!
Error! To use model "models/cp_gallery/globe.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/cp_gallery/globe.mdl"!
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 927 texinfos to 550
Reduced 84 texdatas to 65 (2529 bytes to 1952)
Writing mapname.bsp
29 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\accountname\team fortress 2\tf" "mapname"
Valve Software - vvis.exe (Jul 7 2010)
4 threads
reading mapname.bsp
reading mapname.prt
631 portalclusters
1854 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 (38)
Optimized: 1054 visible clusters (0.00%)
Total clusters visible: 177449
Average clusters visible: 281
Building PAS...
Average clusters audible: 625
visdatasize:102520 compressed from 100960
writing mapname.bsp
38 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\accountname\team fortress 2\tf" "mapname"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading mapname.bsp
Setting up ray-trace acceleration structure... Done (10.00 seconds)
21559 faces
60 degenerate faces
6248357 square feet [899763520.00 square inches]
52 Displacements
137512 Square Feet [19801748.00 Square Inches]
21499 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
197009 patches after subdivision
sun extent from map=0.087156
96 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (114)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (328)
transfers 60832696, max 4481
transfer lists: 464.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(511415, 290957, 166737)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(166357, 81346, 39822)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(58536, 22978, 8971)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(20644, 7058, 2353)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(7711, 2145, 578)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(2814, 681, 155)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(1079, 214, 40)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(403, 69, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(156, 22, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(59, 7, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(23, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(9, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #15 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1600 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (42)
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 (25)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 9/1024 432/49152 ( 0.9%)
brushes 3595/8192 43140/98304 (43.9%)
brushsides 53415/65536 427320/524288 (81.5%) VERY FULL!
planes 60916/65536 1218320/1310720 (93.0%) VERY FULL!
vertexes 32643/65536 391716/786432 (49.8%)
nodes 2501/65536 80032/2097152 ( 3.8%)
texinfos 550/12288 39600/884736 ( 4.5%)
texdata 65/2048 2080/65536 ( 3.2%)
dispinfos 52/0 9152/0 ( 0.0%)
disp_verts 2356/0 47120/0 ( 0.0%)
disp_tris 3584/0 7168/0 ( 0.0%)
disp_lmsamples 251992/0 251992/0 ( 0.0%)
faces 21559/65536 1207304/3670016 (32.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 17946/65536 1004976/3670016 (27.4%)
leaves 2511/65536 80352/2097152 ( 3.8%)
leaffaces 24759/65536 49518/131072 (37.8%)
leafbrushes 5895/65536 11790/131072 ( 9.0%)
areas 3/256 24/2048 ( 1.2%)
surfedges 168189/512000 672756/2048000 (32.8%)
edges 101939/256000 407756/1024000 (39.8%)
LDR worldlights 96/8192 8448/720896 ( 1.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 1062/32768 10620/327680 ( 3.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 25152/65536 50304/131072 (38.4%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 10399548/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 102520/16777216 ( 0.6%)
entdata [variable] 92300/393216 (23.5%)
LDR ambient table 2511/65536 10044/262144 ( 3.8%)
HDR ambient table 2511/65536 10044/262144 ( 3.8%)
LDR leaf ambient 10504/65536 294112/1835008 (16.0%)
HDR leaf ambient 2511/65536 70308/1835008 ( 3.8%)
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] 1/26630 ( 0.0%)
pakfile [variable] 8468/0 ( 0.0%)
physics [variable] 1885472/4194304 (45.0%)
physics terrain [variable] 10828/1048576 ( 1.0%)
Level flags = 0
Total triangle count: 53239
Writing mapname.bsp
8 minutes, 56 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "mapname.bsp" "c:\program files (x86)\steam\steamapps\accountname\team fortress 2\tf\maps\mapname.bsp"
** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 440 -game "c:\program files (x86)\steam\steamapps\accountname\team fortress 2\tf" +map "mapname"
Any help would be greatly appreciated!