Map rendering problem

Pheasant_Pain

L1: Registered
May 21, 2013
8
2
So when I am in game on my map I noticed that most of the map is being rendered even it is behind walls and doors. There are a few places on the map, corners mostly, where when I stand in them the rest of the map doesn't render. :confused: My compys performance goes from 14-20 fps, normally on the level, to 68-75 fps when in these special corners. I hope I explained myself correctly, also I don't have leaks because I don't have any point files. This is my first map btw. :) Thanks for the help
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Have you made any weird func_details or hint brushes? Have you carved odd shapes in the vicinity of those problematic spots?

Try the problem checker (alt-p) in Hammer; if that doesn't give you anything, try interlopers.net/errors. If neither works, report back.
 

goatcheese3

L1: Registered
Dec 30, 2012
37
5
Have you optimized your map? If you haven't, some parts of your map might be rendered when you don't want them to.
 

Pheasant_Pain

L1: Registered
May 21, 2013
8
2
I have been trying to understand optimization better, but I am still having problems. I just don't understand why my entire map renders at all times. Is this normal?
 

henke37

aa
Sep 23, 2011
2,075
515
No, it isn't. Start by checking if you are even getting vvis to run successfully.
 

Pheasant_Pain

L1: Registered
May 21, 2013
8
2
Here is my latest compile.


** 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:\Program Files (x86)\Steam\steamapps\pheasantpain\sourcesdk_content\tf\mapsrc\cp_fortitude.vmf"

Valve Software - vbsp.exe (Jun 5 2013)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\pheasantpain\sourcesdk_content\tf\mapsrc\cp_fortitude.vmf
Error! Variable "$detail" is multiply defined in material "concrete/wall024"!
Error! Variable "$detailscale" is multiply defined in material "concrete/wall024"!
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/cp_fortitude/egypt/sand_floor_blend_04_with_grass_wvt_patch
Patching WVT material: maps/cp_fortitude/nature/blendgroundtograss001_wvt_patch
Patching WVT material: maps/cp_fortitude/brick/blendcobbletocobblesnow001_wvt_patch
Patching WVT material: maps/cp_fortitude/egypt/sand_floor_blend_04_wvt_patch
Patching WVT material: maps/cp_fortitude/egypt/sand_cliff_blend_01_wvt_patch
Patching WVT material: maps/cp_fortitude/egypt/sky_sand_waves_01_wvt_patch
Patching WVT material: maps/cp_fortitude/egypt/sand_grass_blend_02_wvt_patch
Patching WVT material: maps/cp_fortitude/harvest/ground_to_green_grass_002_wvt_patch
Patching WVT material: maps/cp_fortitude/coalmines/blendgroundtograss_coalmines2_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 134 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files (x86)\Steam\steamapps\pheasantpain\sourcesdk_content\tf\mapsrc\cp_fortitude.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_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.
Degenerate Triangle
(427.00, 1228.00, -190.24), (427.00, 1228.00, -190.24), (345.75, 1228.00, -195.39)
Degenerate Triangle
(427.00, 1228.00, -190.24), (345.75, 1228.00, -195.39), (345.75, 1228.00, -195.39)
Degenerate Triangle
(345.75, 1228.00, -195.39), (264.50, 1228.00, -203.57), (345.75, 1228.00, -195.39)
Degenerate Triangle
(264.50, 1228.00, -203.57), (345.75, 1228.00, -195.39), (345.75, 1228.00, -195.39)
Degenerate Triangle
(345.75, 1228.00, -195.39), (427.00, 1228.00, -190.24), (345.75, 1228.00, -195.39)
Degenerate Triangle
(427.00, 1228.00, -190.24), (427.00, 1228.00, -190.24), (345.75, 1228.00, -195.39)
Degenerate Triangle
(427.00, 1228.00, -190.24), (427.00, 1228.00, -190.24), (345.75, 1228.00, -195.39)
Degenerate Triangle
(427.00, 1228.00, -190.24), (345.75, 1228.00, -195.39), (345.75, 1228.00, -195.39)
Degenerate Triangle
(345.75, 1228.00, -195.39), (264.50, 1228.00, -203.57), (345.75, 1228.00, -195.39)
Degenerate Triangle
(427.00, 1228.00, -190.24), (508.25, 1228.00, -188.47), (508.25, 1228.00, -188.47)
Degenerate Triangle
(508.25, 1228.00, -188.47), (589.50, 1228.00, -187.41), (508.25, 1228.00, -188.47)
Degenerate Triangle
(589.50, 1228.00, -187.41), (589.50, 1228.00, -187.41), (508.25, 1228.00, -188.47)
Degenerate Triangle
(589.50, 1228.00, -187.41), (589.50, 1228.00, -187.41), (508.25, 1228.00, -188.47)
Degenerate Triangle
(589.50, 1228.00, -187.41), (508.25, 1228.00, -188.47), (508.25, 1228.00, -188.47)
Degenerate Triangle
(508.25, 1228.00, -188.47), (427.00, 1228.00, -190.24), (508.25, 1228.00, -188.47)
Degenerate Triangle
(427.00, 1228.00, -190.24), (427.00, 1228.00, -190.24), (508.25, 1228.00, -188.47)
Degenerate Triangle
(589.50, 1228.00, -187.41), (589.50, 1228.00, -187.41), (670.75, 1228.00, -183.00)
Degenerate Triangle
(589.50, 1228.00, -187.41), (589.50, 1228.00, -187.41), (670.75, 1228.00, -183.00)
Degenerate Triangle
(589.50, 1228.00, -187.41), (589.50, 1228.00, -187.41), (670.75, 1228.00, -189.00)
Degenerate Triangle
(589.50, 1228.00, -187.41), (589.50, 1228.00, -187.41), (670.75, 1228.00, -189.00)
Degenerate Triangle
(589.50, 1228.00, -187.41), (589.50, 1228.00, -187.41), (508.25, 1228.00, -188.47)
Degenerate Triangle
(589.50, 1228.00, -187.41), (589.50, 1228.00, -187.41), (508.25, 1228.00, -188.47)
Degenerate Triangle
(589.50, 1228.00, -187.41), (508.25, 1228.00, -188.47), (508.25, 1228.00, -188.47)
Degenerate Triangle
(508.25, 1228.00, -188.47), (427.00, 1228.00, -190.24), (508.25, 1228.00, -188.47)
Degenerate Triangle
(427.00, 1228.00, -190.24), (427.00, 1228.00, -190.24), (508.25, 1228.00, -188.47)
Degenerate Triangle
(427.00, 1228.00, -190.24), (427.00, 1228.00, -190.24), (508.25, 1228.00, -188.47)
Degenerate Triangle
(427.00, 1228.00, -190.24), (508.25, 1228.00, -188.47), (508.25, 1228.00, -188.47)
Degenerate Triangle
(508.25, 1228.00, -188.47), (589.50, 1228.00, -187.41), (508.25, 1228.00, -188.47)
Degenerate Triangle
(589.50, 1228.00, -187.41), (589.50, 1228.00, -187.41), (508.25, 1228.00, -188.47)
Degenerate Triangle
(589.50, 1228.00, -187.41), (508.25, 1228.00, -188.47), (508.25, 1228.00, -188.47)
Degenerate Triangle
(508.25, 1228.00, -188.47), (427.00, 1228.00, -190.24), (508.25, 1228.00, -188.47)
Degenerate Triangle
(427.00, 1228.00, -190.24), (427.00, 1228.00, -190.24), (508.25, 1228.00, -188.47)
Degenerate Triangle
(427.00, 1228.00, -190.24), (427.00, 1228.00, -190.24), (508.25, 1228.00, -188.47)
Degenerate Triangle
(589.50, 1228.00, -187.41), (589.50, 1228.00, -187.41), (670.75, 1228.00, -195.00)
Degenerate Triangle
(589.50, 1228.00, -187.41), (589.50, 1228.00, -187.41), (670.75, 1228.00, -201.00)
Degenerate Triangle
(589.50, 1228.00, -187.41), (589.50, 1228.00, -187.41), (670.75, 1228.00, -201.00)
Degenerate Triangle
(427.00, 1228.00, -190.24), (508.25, 1228.00, -188.47), (508.25, 1228.00, -188.47)
Degenerate Triangle
(508.25, 1228.00, -188.47), (589.50, 1228.00, -187.41), (508.25, 1228.00, -188.47)
Degenerate Triangle
(589.50, 1228.00, -187.41), (589.50, 1228.00, -187.41), (508.25, 1228.00, -188.47)
Degenerate Triangle
(589.50, 1228.00, -187.41), (589.50, 1228.00, -187.41), (508.25, 1228.00, -188.47)
Degenerate Triangle
(264.50, 1228.00, -203.57), (345.75, 1228.00, -195.50), (345.75, 1228.00, -195.50)
Degenerate Triangle
(345.75, 1228.00, -195.50), (427.00, 1228.00, -190.24), (345.75, 1228.00, -195.50)
Degenerate Triangle
(427.00, 1228.00, -190.24), (427.00, 1228.00, -190.24), (345.75, 1228.00, -195.50)
Degenerate Triangle
(427.00, 1228.00, -190.24), (427.00, 1228.00, -190.24), (345.75, 1228.00, -195.50)
Degenerate Triangle
(264.50, 1228.00, -203.57), (345.75, 1228.00, -195.50), (345.75, 1228.00, -195.50)
Degenerate Triangle
(345.75, 1228.00, -195.50), (427.00, 1228.00, -190.24), (345.75, 1228.00, -195.50)
Degenerate Triangle
(427.00, 1228.00, -190.24), (345.75, 1228.00, -195.50), (345.75, 1228.00, -195.50)
Degenerate Triangle
(345.75, 1228.00, -195.50), (264.50, 1228.00, -203.57), (345.75, 1228.00, -195.50)
done (2) (1186864 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2954 texinfos to 1876
Reduced 204 texdatas to 177 (7029 bytes to 5949)
Writing C:\Program Files (x86)\Steam\steamapps\pheasantpain\sourcesdk_content\tf\mapsrc\cp_fortitude.bsp
25 seconds elapsed
-2.337347 -1.299201 0.000000
-2.337347 -1.278825 0.000000
2.063540 1.299201 0.000000
-2.337347 1.299201 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** 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" -fast "C:\Program Files (x86)\Steam\steamapps\pheasantpain\sourcesdk_content\tf\mapsrc\cp_fortitude"

Valve Software - vvis.exe (Jun 5 2013)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\pheasantpain\sourcesdk_content\tf\mapsrc\cp_fortitude.bsp
reading c:\program files (x86)\steam\steamapps\pheasantpain\sourcesdk_content\tf\mapsrc\cp_fortitude.prt
2160 portalclusters
6835 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (4)
Optimized: 288303 visible clusters (8.05%)
Total clusters visible: 3581463
Average clusters visible: 1658
Building PAS...
Average clusters audible: 2139
visdatasize:1141149 compressed from 1175040
writing c:\program files (x86)\steam\steamapps\pheasantpain\sourcesdk_content\tf\mapsrc\cp_fortitude.bsp
5 seconds elapsed

** 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" -noextra "C:\Program Files (x86)\Steam\steamapps\pheasantpain\sourcesdk_content\tf\mapsrc\cp_fortitude"

Valve Software - vrad.exe SSE (Jun 5 2013)

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

Loading c:\program files (x86)\steam\steamapps\pheasantpain\sourcesdk_content\tf\mapsrc\cp_fortitude.bsp
Setting up ray-trace acceleration structure... Done (10.05 seconds)
9337 faces
1977382 square feet [284743136.00 square inches]
56 Displacements
157806 Square Feet [22724206.00 Square Inches]
9337 patches before subdivision
zero area child patch
zero area child patch
152271 patches after subdivision
sun extent from map=0.087156
215 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (38)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (133)
transfers 11859946, max 1104
transfer lists: 90.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(828636, 616989, 413127)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(215408, 165510, 115256)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(65760, 50425, 33795)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(24050, 18516, 11839)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(9270, 7039, 4207)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(3766, 2831, 1589)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(1570, 1161, 606)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(670, 490, 238)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(291, 209, 94)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(128, 91, 38)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(57, 40, 15)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(25, 18, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(11, 8, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(5, 4, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(2, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #16 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1653 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (15)
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 (36)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 60/1024 2880/49152 ( 5.9%)
brushes 1300/8192 15600/98304 (15.9%)
brushsides 10094/65536 80752/524288 (15.4%)
planes 10166/65536 203320/1310720 (15.5%)
vertexes 16393/65536 196716/786432 (25.0%)
nodes 6136/65536 196352/2097152 ( 9.4%)
texinfos 1876/12288 135072/884736 (15.3%)
texdata 177/2048 5664/65536 ( 8.6%)
dispinfos 56/0 9856/0 ( 0.0%)
disp_verts 3736/0 74720/0 ( 0.0%)
disp_tris 5824/0 11648/0 ( 0.0%)
disp_lmsamples 292596/0 292596/0 ( 0.0%)
faces 9337/65536 522872/3670016 (14.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4244/65536 237664/3670016 ( 6.5%)
leaves 6197/65536 198304/2097152 ( 9.5%)
leaffaces 11693/65536 23386/131072 (17.8%)
leafbrushes 7991/65536 15982/131072 (12.2%)
areas 3/256 24/2048 ( 1.2%)
surfedges 62068/512000 248272/2048000 (12.1%)
edges 35837/256000 143348/1024000 (14.0%)
LDR worldlights 215/8192 18920/720896 ( 2.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 965/32768 9650/327680 ( 2.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 15234/65536 30468/131072 (23.2%)
cubemapsamples 13/1024 208/16384 ( 1.3%)
overlays 74/512 26048/180224 (14.5%)
LDR lightdata [variable] 9996864/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1141149/16777216 ( 6.8%)
entdata [variable] 216219/393216 (55.0%)
LDR ambient table 6197/65536 24788/262144 ( 9.5%)
HDR ambient table 6197/65536 24788/262144 ( 9.5%)
LDR leaf ambient 23549/65536 659372/1835008 (35.9%)
HDR leaf ambient 6197/65536 173516/1835008 ( 9.5%)
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] 1/386772 ( 0.0%)
dtl prp lght [variable] 1/874 ( 0.1%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/106580 ( 0.0%)
pakfile [variable] 23033/0 ( 0.0%)
physics [variable] 1186864/4194304 (28.3%)
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 26269
Writing c:\program files (x86)\steam\steamapps\pheasantpain\sourcesdk_content\tf\mapsrc\cp_fortitude.bsp
4 minutes, 7 seconds elapsed
-2.337347 -1.299201 0.000000
-2.337347 -1.278825 0.000000
2.063540 1.299201 0.000000
-2.337347 1.299201 0.000000
make_triangles:calc_triangle_representation: Cannot convert

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

Fish 2.0

L6: Sharp Member
Nov 22, 2012
324
262
Get rid of these and swap them with a 3;

WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.


Make brushes in weird places func)detail so it acts like a model and doesn't cut the visleaf in strange ways. General rule of thumb is you want to keep visleafs to mainly cuboid shapes - for example, brush decorations would be func_detail, where as the core structure of the hut would be just a straight brush.

If that doesn't work, depending on your map so far, you may need to start optimising further using more advanced techniques that I myself barely understand or maybe start again optimising as you go.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
You are running VVIS on fast mode. That makes it skip the second (longer) of the two operations it performs. You are explicitly telling the compile to skip the in-depth visibility computations, stopping after it does the "rough draft" step, which is the direct cause of your map rendering more than it should.
 

JBEZORG

L1: Registered
Jun 12, 2011
14
6
perhaps you have too many power 4 displacements, the problem I had in fact already times. try using the setting 2-3, which has also helped me.
then should your map more stable and run better.
 

Pheasant_Pain

L1: Registered
May 21, 2013
8
2
You are running VVIS on fast mode. That makes it skip the second (longer) of the two operations it performs. You are explicitly telling the compile to skip the in-depth visibility computations, stopping after it does the "rough draft" step, which is the direct cause of your map rendering more than it should.

Thank you, I suspected that this might be part of the problem. I will compile in normal mode and see what happens.
 

Pheasant_Pain

L1: Registered
May 21, 2013
8
2
I ran in normal mode and the problem is still happening. Here is my compile, it didn't really take 12 hours my computer fell asleep at some point.

NCwsoz7.jpg


qN2gN7z.jpg


Welcome to VBCT
Session Date: Monday, June 10, 2013, 1:12:50 PM
VBCT Version: 1.0t

Engine detected from registry: EP2/OB
Selected MOD = team fortress 2
Game name read from GameInfo.txt file: Team Fortress 2
appid read from GameInfo.txt file: 440

Available EP1 Source Engine 2006 Games:
Error: GameConfig.txt was not found!
expected path: c:\program files (x86)\steam\steamapps\pheasantpain\sourcesdk\bin\ep1\bin\GameConfig.txt

No EP1 Source Engine 2006 Games found!:

Available EP2 Source Engine 2007 Games:
Error: GameConfig.txt was not found!
expected path: c:\program files (x86)\steam\steamapps\pheasantpain\sourcesdk\bin\source2007\bin\GameConfig.txt

No EP2 Source Engine 2007 Games found!:

Available EP2/Orangebox Source Engine MP Games:
Team Fortress 2

Available EP2 Source Engine 2009 Games:
Error: GameConfig.txt was not found!
expected path: c:\program files (x86)\steam\steamapps\pheasantpain\sourcesdk\bin\source2009\bin\GameConfig.txt

No EP2 Source Engine 2009 Games found!:


Warning: ... Your VMF File is located in the "...\sourcesdk_content\<mod>\mapsrc Folder!
Steam will likely prevent it from compiling there.
Move your VMF to somewhere else like C:\mapsrc

Invalid Map location: C:\Program Files (x86)\Steam\steamapps\pheasantpain\sourcesdk_content\tf\mapsrc\cp_fortitude.vmf

Map File Selected: C:\Program Files (x86)\Steam\steamapps\pheasantpain\sourcesdk_content\tf\mapsrc\cp_fortitude.vmf
There is no Custom Profile to load: C:\Users\Jeremiah\Batch Complier\cp_fortitude.pro

Warning: ... Your VMF File is located in the "...\sourcesdk_content\<mod>\mapsrc Folder!
Steam will likely prevent it from compiling there.
Move your VMF to somewhere else like C:\mapsrc

Invalid Map location: C:\Program Files (x86)\Steam\steamapps\pheasantpain\sourcesdk_content\tf\mapsrc\cp_fortitude.vmf

Full Compile Selected!
Compile Start Time: Monday, June 10, 2013, 1:13:22 PM

-------------- Start Compile BSP ----------------
VBSP Started, Please Wait!

VBSP: c:\program files (x86)\steam\steamapps\pheasantpain\sourcesdk\bin\orangebox\bin\vbsp.exe -game "c:\program files (x86)\steam\steamapps\pheasantpain\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\pheasantpain\sourcesdk_content\tf\mapsrc\cp_fortitude"

Valve Software - vbsp.exe (Oct 31 2012)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\pheasantpain\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\pheasantpain\sourcesdk_content\tf\mapsrc\cp_fortitude.vmf
Error! Variable "$detail" is multiply defined in material "concrete/wall024"!
Error! Variable "$detailscale" is multiply defined in material "concrete/wall024"!
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/cp_fortitude/egypt/sand_floor_blend_04_with_grass_wvt_patch
Patching WVT material: maps/cp_fortitude/nature/blendgroundtograss001_wvt_patch
Patching WVT material: maps/cp_fortitude/brick/blendcobbletocobblesnow001_wvt_patch
Patching WVT material: maps/cp_fortitude/egypt/sand_floor_blend_04_wvt_patch
Patching WVT material: maps/cp_fortitude/egypt/sand_cliff_blend_01_wvt_patch
Patching WVT material: maps/cp_fortitude/egypt/sky_sand_waves_01_wvt_patch
Patching WVT material: maps/cp_fortitude/egypt/sand_grass_blend_02_wvt_patch
Patching WVT material: maps/cp_fortitude/coalmines/blendgroundtograss_coalmines2_wvt_patch
Patching WVT material: maps/cp_fortitude/harvest/ground_to_green_grass_002_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 136 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\pheasantpain\sourcesdk_content\tf\mapsrc\cp_fortitude.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_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 (0) (531186 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2947 texinfos to 1871
Reduced 205 texdatas to 177 (7037 bytes to 5895)
Writing C:\Program Files (x86)\Steam\steamapps\pheasantpain\sourcesdk_content\tf\mapsrc\cp_fortitude.bsp
33 seconds elapsed
-2.337347 -1.299201 0.000000
-2.337347 -1.278825 0.000000
2.063540 1.299201 0.000000
-2.337347 1.299201 0.000000
make_triangles:calc_triangle_representation: Cannot convert

Compile Complete for this module.
VBSP Completed: Monday, June 10, 2013, 1:14:07 PM
VBSP: Compile time: 33 seconds elapsed

-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!

VVIS: c:\program files (x86)\steam\steamapps\pheasantpain\sourcesdk\bin\orangebox\bin\vvis.exe -game "c:\program files (x86)\steam\steamapps\pheasantpain\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\pheasantpain\sourcesdk_content\tf\mapsrc\cp_fortitude"

Valve Software - vvis.exe (Oct 31 2012)
4 threads
reading c:\program files (x86)\steam\steamapps\pheasantpain\sourcesdk_content\tf\mapsrc\cp_fortitude.bsp
reading c:\program files (x86)\steam\steamapps\pheasantpain\sourcesdk_content\tf\mapsrc\cp_fortitude.prt
2160 portalclusters
6835 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (4)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (43993)
Optimized: 17970 visible clusters (1.56%)
Total clusters visible: 1149698
Average clusters visible: 532
Building PAS...
Average clusters audible: 1864
visdatasize:946025 compressed from 1175040
writing c:\program files (x86)\steam\steamapps\pheasantpain\sourcesdk_content\tf\mapsrc\cp_fortitude.bsp
12 hours, 13 minutes, 17 seconds elapsed

Compile Complete for this module.
VVIS Completed: Tuesday, June 11, 2013, 1:27:37 AM
VVIS: Compile time: 12 hours, 13 minutes, 17 seconds elapsed

-------------- Start Compile VRAD ----------------
VRAD Started, Please Wait!

VRAD: c:\program files (x86)\steam\steamapps\pheasantpain\sourcesdk\bin\orangebox\bin\vrad.exe -game "c:\program files (x86)\steam\steamapps\pheasantpain\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\pheasantpain\sourcesdk_content\tf\mapsrc\cp_fortitude"

Valve Software - vrad.exe SSE (Oct 31 2012)

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

Loading c:\program files (x86)\steam\steamapps\pheasantpain\sourcesdk_content\tf\mapsrc\cp_fortitude.bsp
Setting up ray-trace acceleration structure... Done (8.24 seconds)
9327 faces
1977300 square feet [284731296.00 square inches]
50 Displacements
152447 Square Feet [21952368.00 Square Inches]
9327 patches before subdivision
zero area child patch
zero area child patch
151961 patches after subdivision
sun extent from map=0.087156
215 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (71)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (59)
transfers 11870140, max 1106
transfer lists: 90.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(823039, 610213, 407637)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(212677, 162908, 113259)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(64842, 49575, 33186)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(23670, 18208, 11637)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(9125, 6930, 4141)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(3709, 2792, 1567)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1548, 1146, 598)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(662, 484, 236)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(287, 207, 93)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(126, 90, 38)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(56, 39, 15)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(25, 17, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(11, 8, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(5, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #15 added RGB(2, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #17 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0920 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (10)
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 (19)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 60/1024 2880/49152 ( 5.9%)
brushes 1300/8192 15600/98304 (15.9%)
brushsides 10094/65536 80752/524288 (15.4%)
planes 10156/65536 203120/1310720 (15.5%)
vertexes 16378/65536 196536/786432 (25.0%)
nodes 6136/65536 196352/2097152 ( 9.4%)
texinfos 1871/12288 134712/884736 (15.2%)
texdata 177/2048 5664/65536 ( 8.6%)
dispinfos 50/0 8800/0 ( 0.0%)
disp_verts 3042/0 60840/0 ( 0.0%)
disp_tris 4672/0 9344/0 ( 0.0%)
disp_lmsamples 275720/0 275720/0 ( 0.0%)
faces 9327/65536 522312/3670016 (14.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4238/65536 237328/3670016 ( 6.5%)
leaves 6197/65536 198304/2097152 ( 9.5%)
leaffaces 11690/65536 23380/131072 (17.8%)
leafbrushes 7991/65536 15982/131072 (12.2%)
areas 3/256 24/2048 ( 1.2%)
surfedges 62002/512000 248008/2048000 (12.1%)
edges 35801/256000 143204/1024000 (14.0%)
LDR worldlights 215/8192 18920/720896 ( 2.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 964/32768 9640/327680 ( 2.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 15219/65536 30438/131072 (23.2%)
cubemapsamples 13/1024 208/16384 ( 1.3%)
overlays 74/512 26048/180224 (14.5%)
LDR lightdata [variable] 9982496/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 946025/16777216 ( 5.6%)
entdata [variable] 216219/393216 (55.0%)
LDR ambient table 6197/65536 24788/262144 ( 9.5%)
HDR ambient table 6197/65536 24788/262144 ( 9.5%)
LDR leaf ambient 23558/65536 659624/1835008 (35.9%)
HDR leaf ambient 6197/65536 173516/1835008 ( 9.5%)
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] 1/373876 ( 0.0%)
dtl prp lght [variable] 1/874 ( 0.1%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/106580 ( 0.0%)
pakfile [variable] 23397/0 ( 0.0%)
physics [variable] 531186/4194304 (12.7%)
physics terrain [variable] 13320/1048576 ( 1.3%)

Level flags = 0

Total triangle count: 26247
Writing c:\program files (x86)\steam\steamapps\pheasantpain\sourcesdk_content\tf\mapsrc\cp_fortitude.bsp
3 minutes, 11 seconds elapsed
-2.337347 -1.299201 0.000000
-2.337347 -1.278825 0.000000
2.063540 1.299201 0.000000
-2.337347 1.299201 0.000000
make_triangles:calc_triangle_representation: Cannot convert

Compile Complete for this module.
VRAD Completed: Tuesday, June 11, 2013, 1:30:52 AM
VRAD: Compile time: 3 minutes, 11 seconds elapsed

One Line Summary: 6/11/2013 1:30:53 AM, cp_fortitude.vmf, Team Fortress 2, normal , normal, normal, 00:00:44, 12:13:30, 00:03:15, 12:17:30
History.csv was updated.

Compile Summary - job mode: FULL
Map Name: cp_fortitude.vmf
VBSP - mode:normal , 33 seconds, 00:00:44 elapsed
VVIS - mode:normal, 12 hours, 13 minutes, 17 seconds, 12:13:30 elapsed
VRAD - mode:normal, 3 minutes, 11 seconds(LDR), n/a(HDR), 00:03:15 elapsed
Total Compile time: 12:17:30

Catch: in Copy BSP!
 
Last edited:

Pheasant_Pain

L1: Registered
May 21, 2013
8
2
Anyone have an idea? This is the last real problem I have on my map and I don't understand why it is happening.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Hard to say just from the screenshots. Only the props are rendering not brushes, but it still just seems like some normal vis issue that needs to be solved with blocking line of sight or slicing somewhere with hints.
 

henke37

aa
Sep 23, 2011
2,075
515
Could it be that he has a window high up and that vbsp didn't create a separate section of visleafs for the high air areas?
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Warning: ... Your VMF File is located in the "...\sourcesdk_content\<mod>\mapsrc Folder!
Steam will likely prevent it from compiling there.
Move your VMF to somewhere else like C:\mapsrc

Perhaps it's not actually compiling properly and you're still running the old version? Not sure what else it could be beyond that.