Ok, WTH is this? Weird 'brush' visible in compiled map

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
jjkwi1.gif


That's what I see in game. It's only visible at certain angles and is not solid to players, physics, or bullets.

There is no object in that location in Hammer.

17r9zn.png
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
Does this still happen if you compile the map with lighting? It's a wild guess, but it's worth a try.
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
Here's the compile log.


** Executing...
** Command: "t:\program files\steam\steamapps\draco18s\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "t:\program files\steam\steamapps\draco18s\team fortress 2\tf" "T:\Program Files\Steam\steamapps\draco18s\sourcesdk_content\tf\mapsrc\pl_mines.vmf"

Valve Software - vbsp.exe (Oct 25 2011)
6 threads
materialPath: t:\program files\steam\steamapps\draco18s\team fortress 2\tf\materials
Loading T:\Program Files\Steam\steamapps\draco18s\sourcesdk_content\tf\mapsrc\pl_mines.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/pl_mines/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/pl_mines/nature/blendgroundtogravel001_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 138 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing T:\Program Files\Steam\steamapps\draco18s\sourcesdk_content\tf\mapsrc\pl_mines.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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 (0) (2129734 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1275 texinfos to 512
Reduced 37 texdatas to 32 (1159 bytes to 978)
Writing T:\Program Files\Steam\steamapps\draco18s\sourcesdk_content\tf\mapsrc\pl_mines.bsp
3 seconds elapsed

** Executing...
** Command: "t:\program files\steam\steamapps\draco18s\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "t:\program files\steam\steamapps\draco18s\team fortress 2\tf" -fast "T:\Program Files\Steam\steamapps\draco18s\sourcesdk_content\tf\mapsrc\pl_mines"

Valve Software - vvis.exe (Oct 25 2011)
fastvis = true
6 threads
reading t:\program files\steam\steamapps\draco18s\sourcesdk_content\tf\mapsrc\pl_mines.bsp
reading t:\program files\steam\steamapps\draco18s\sourcesdk_content\tf\mapsrc\pl_mines.prt
663 portalclusters
1630 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 25872 visible clusters (0.00%)
Total clusters visible: 263976
Average clusters visible: 398
Building PAS...
Average clusters audible: 649
visdatasize:106890 compressed from 116688
writing t:\program files\steam\steamapps\draco18s\sourcesdk_content\tf\mapsrc\pl_mines.bsp
0 seconds elapsed

** Executing...
** Command: "t:\program files\steam\steamapps\draco18s\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "t:\program files\steam\steamapps\draco18s\team fortress 2\tf" "T:\Program Files\Steam\steamapps\draco18s\sourcesdk_content\tf\mapsrc\pl_mines"

Valve Software - vrad.exe SSE (Oct 25 2011)

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

Loading t:\program files\steam\steamapps\draco18s\sourcesdk_content\tf\mapsrc\pl_mines.bsp
Setting up ray-trace acceleration structure... Done (1.75 seconds)
3096 faces
711886 square feet [102511640.00 square inches]
143 Displacements
214691 Square Feet [30915574.00 Square Inches]
3096 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
75858 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (15)
transfers 4163659, max 319
transfer lists: 31.8 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<0.0466 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (5)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 47/1024 2256/49152 ( 4.6%)
brushes 665/8192 7980/98304 ( 8.1%)
brushsides 5482/65536 43856/524288 ( 8.4%)
planes 5708/65536 114160/1310720 ( 8.7%)
vertexes 5627/65536 67524/786432 ( 8.6%)
nodes 2012/65536 64384/2097152 ( 3.1%)
texinfos 512/12288 36864/884736 ( 4.2%)
texdata 32/2048 1024/65536 ( 1.6%)
dispinfos 143/0 25168/0 ( 0.0%)
disp_verts 10447/0 208940/0 ( 0.0%)
disp_tris 16384/0 32768/0 ( 0.0%)
disp_lmsamples 588608/0 588608/0 ( 0.0%)
faces 3096/65536 173376/3670016 ( 4.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1588/65536 88928/3670016 ( 2.4%)
leaves 2060/65536 65920/2097152 ( 3.1%)
leaffaces 3392/65536 6784/131072 ( 5.2%)
leafbrushes 2375/65536 4750/131072 ( 3.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 21056/512000 84224/2048000 ( 4.1%)
edges 12676/256000 50704/1024000 ( 5.0%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 288/32768 2880/327680 ( 0.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4251/65536 8502/131072 ( 6.5%)
cubemapsamples 4/1024 64/16384 ( 0.4%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2762720/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 106890/16777216 ( 0.6%)
entdata [variable] 99006/393216 (25.2%)
LDR ambient table 2060/65536 8240/262144 ( 3.1%)
HDR ambient table 2060/65536 8240/262144 ( 3.1%)
LDR leaf ambient 1023/65536 28644/1835008 ( 1.6%)
HDR leaf ambient 2060/65536 57680/1835008 ( 3.1%)
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] 1/46640 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/15866 ( 0.0%)
pakfile [variable] 531099/0 ( 0.0%)
physics [variable] 2129734/4194304 (50.8%)
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 8419
Writing t:\program files\steam\steamapps\draco18s\sourcesdk_content\tf\mapsrc\pl_mines.bsp
29 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "T:\Program Files\Steam\steamapps\draco18s\sourcesdk_content\tf\mapsrc\pl_mines.bsp" "t:\program files\steam\steamapps\draco18s\team fortress 2\tf\maps\pl_mines.bsp"
 
Jan 8, 2011
397
393
Have you tried finding errors in your map by pressing alt+p in Hammer?
 

RaVaGe

aa
Jun 23, 2010
733
1,210
First:

zero area child patch
zero area child patch
zero area child patch

You have some invalid brush in the map, check them with an alt+p and repair or delete them.

Secondly, why are you compiling in fast vvis ? The map is leaked ? I would like to see the log with an full compilation with vvis.
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
I haven't added any lights.
Then add lights?

Secondly, why are you compiling in fast vvis ? The map is leaked ? I would like to see the log with an full compilation with vvis.
He might be compiling with fast VVIS because it's a test compile and not a proper release version. It's much less time-consuming than to do a full compile every time.
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
He might be compiling with fast VVIS because it's a test compile and not a proper release version. It's much less time-consuming than to do a full compile every time.

Precisely. The map is NOT optimized for vis at all, and the funny odd shaped walls break the vis leafs into a thousand tiny pieces.

(Ok, it's not that bad, but it's not optimized, and while I can do a full vis in a reasonable time, there's no point and takes like four times as long)