Help! Map having strange glitches.

sanityrepresent

L1: Registered
May 21, 2013
3
0
The map I made and have been working on for quite a while now is suddenly having some very strange glitches. For example the most recent one was when I started up the map, as either Blu or Red, my character would just fall through the floor as though the floor failed to render. It's not just the floor though, it's usually like half the area around spawn suddenly fails to render and turns invisible and cannot be interacted with.

Another issue I am having, is that when I load up a pointfile, just to find some leaks to fix the above issue, it always points to my resupply_lockers. Not the function surrounding it, but the prop itself. I've done almost everything within my imagination that could fix this to no avail.

My final issue is that all my ambient_generics aren't working and I can't import custom textures in. I used to be able to do the latter but lately whenever I import in a texture (with both VTF and VMT), Hammer just registers it as the black and magenta texture that appears when there is an error. I double checked almost everything. Tried fooling around with the settings, and even tried changing the file format for the pictures. Nothing. As for the ambient_generics, they simply fail to play in game. I've checked and made sure that their file format was .mp3 and that they were in 44,100Khz. Yet I am unable to hear them whenever I go clearly within the audible range. Also if anyone could tell me how to make them loop I'd be highly appreciative.

Just to help out anyone who can read code better than I do, here is the error report.
Code:
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\HammerAutosave\romace_001.vmf"

Valve Software - vbsp.exe (May 16 2013)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\HammerAutosave\romace_001.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/romace_001/nature/blenddirtgrass008b_lowfriction_wvt_patch
Patching WVT material: maps/romace_001/nature/blendrockgroundwallforest_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_dynamic_override (-1005.13 -145.00 -32.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3584.0 1024.0 638.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0 512.0 638.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0 -512.0 638.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0 -1536.0 638.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0 1024.0 638.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0 0.0 638.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0 1024.0 638.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (256.0 0.0 638.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_rainbow_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_rainbow_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_rainbow_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_rainbow_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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (1) (472623 bytes)
Error loading studio model ""!
Error! To use model "models/props_lab/cactus.mdl"
      with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_lab/cactus.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 360 texinfos to 291
Reduced 54 texdatas to 50 (1436 bytes to 1246)
Writing C:\HammerAutosave\romace_001.bsp
2 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\HammerAutosave\romace_001"

Valve Software - vvis.exe (May 16 2013)
8 threads
reading c:\hammerautosave\romace_001.bsp
reading c:\hammerautosave\romace_001.prt
LoadPortals: couldn't read c:\hammerautosave\romace_001.prt


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters:  -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\HammerAutosave\romace_001"

Valve Software - vrad.exe SSE (May 16 2013)

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

Loading c:\hammerautosave\romace_001.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.26 seconds)
3024 faces
1 degenerate faces
850963 square feet [122538704.00 square inches]
7 Displacements
63386 Square Feet [9127679.00 Square Inches]
48 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (5)
Build Patch/Sample Hash Table(s).....Done<0.0124 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
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 (5)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  14/1024          672/49152    ( 1.4%) 
brushes                307/8192         3684/98304    ( 3.7%) 
brushsides            1937/65536       15496/524288   ( 3.0%) 
planes                1128/65536       22560/1310720  ( 1.7%) 
vertexes              4410/65536       52920/786432   ( 6.7%) 
nodes                 2000/65536       64000/2097152  ( 3.1%) 
texinfos               291/12288       20952/884736   ( 2.4%) 
texdata                 50/2048         1600/65536    ( 2.4%) 
dispinfos                7/0            1232/0        ( 0.0%) 
disp_verts            1815/0           36300/0        ( 0.0%) 
disp_tris             3200/0            6400/0        ( 0.0%) 
disp_lmsamples      116232/0          116232/0        ( 0.0%) 
faces                 3024/65536      169344/3670016  ( 4.6%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             1097/65536       61432/3670016  ( 1.7%) 
leaves                2015/65536       64480/2097152  ( 3.1%) 
leaffaces             3411/65536        6822/131072   ( 5.2%) 
leafbrushes            942/65536        1884/131072   ( 1.4%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            18814/512000      75256/2048000  ( 3.7%) 
edges                10337/256000      41348/1024000  ( 4.0%) 
LDR worldlights         48/8192         4224/720896   ( 0.6%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips            403/32768        4030/327680   ( 1.2%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          5538/65536       11076/131072   ( 8.5%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     3393000/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]       18493/393216   ( 4.7%) 
LDR ambient table     2015/65536        8060/262144   ( 3.1%) 
HDR ambient table     2015/65536        8060/262144   ( 3.1%) 
LDR leaf ambient     11075/65536      310100/1835008  (16.9%) 
HDR leaf ambient      2015/65536       56420/1835008  ( 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]           1/12       ( 8.3%) 
static props          [variable]           1/4424     ( 0.0%) 
pakfile               [variable]        1766/0        ( 0.0%) 
physics               [variable]      472623/4194304  (11.3%) 
physics terrain       [variable]           0/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 8392
Writing c:\hammerautosave\romace_001.bsp
11 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\HammerAutosave\romace_001.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\romace_001.bsp"
 

Ælement

Comfortably mediocre
aa
Dec 21, 2010
1,481
1,616
2Y3vj.png


Welp. there's your problem.

Use this tool to scan your compile log for the future.

Also, what the pointfile "points" to is quite irrelevant. You have to use it to find out where the map is leaking.

For the other problems, i can imagine that a leak would fuck up the ambient_generics, so try to fix the leaks first, then come back if they're still dysfunctional.

Also, ambient_generic should have "loop" flag.
 

sanityrepresent

L1: Registered
May 21, 2013
3
0
2Y3vj.png


Welp. there's your problem.

Use this tool to scan your compile log for the future.

Also, what the pointfile "points" to is quite irrelevant. You have to use it to find out where the map is leaking.

For the other problems, i can imagine that a leak would fuck up the ambient_generics, so try to fix the leaks first, then come back if they're still dysfunctional.

Also, ambient_generic should have "loop" flag.

Alright going to try that now. Cheers!

Meanwhile, does anyone have any idea how to fix the custom textures problem?
 
Last edited:

goatcheese3

L1: Registered
Dec 30, 2012
37
5
As for the falling through the floors, raise the spawnpoints (info_player_teamspawn) up a bit over the ground.
 

sanityrepresent

L1: Registered
May 21, 2013
3
0
As for the falling through the floors, raise the spawnpoints (info_player_teamspawn) up a bit over the ground.

No that's not the issue. Virtually nothing has changed since the first draft of this map for the spawn yet I'm only getting this issue now after rapidly expanding the map and adding a lot of things. Also does anyone know what the hell it means by 1 degenerate face?
 

henke37

aa
Sep 23, 2011
2,075
515
A degenerate face means a polygon that no longer obeys sanity rules. In this case it means that a face is no longer flat due to the vertexes not forming a plane. Or worse, really insane vertex orders. Check for the brush having gotten mangled somehow. I recommend recreating the brush if the issue isn't obvious.