Black Spots Appear On Texture?

Black Rain

L1: Registered
Jul 7, 2013
3
0
Hello everyone. I started working on my first map ever about a week ago. Tonight, I wanted to fix some things up on it. I ran the map and for the first time ever, I got these weird black spots showing up on the base of my map.

I made a custom cloud texture and used it as the base of the map. I just randomly shot at it today and it turned black. I have no idea how to fix this.. a friend suggested I ask on TF2Maps so here I am lol

nr2GmTQ.png


Also, the randomly placed props in the sky are part of the map on purpose. It's just the cloud texture is the only thing that's causing me problems right now :/
 

henke37

aa
Sep 23, 2011
2,075
515
Looks like the usual inkspill vrad bug.
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
have you plopped your compile log into interlopers.net/errors ?
 

Black Rain

L1: Registered
Jul 7, 2013
3
0
have you plopped your compile log into interlopers.net/errors ?

I actually have not. I'll try that right now

I got these as the errors
can't load skybox file skybox/sky_stormfront_01 to build the default cubemap!

Description:
You have entered a skybox texture which doesn't seem to be valid. Make sure you don't specify the last three letter (_UP, _DN, etc) of any skybox texture you use. You may also need to fix your vmt files if they are broken. It may also be caused by compiling a non-HDR skybox texture.

Solution:
Fix $hdrbasetexture errors first
WIKI: Skybox


The affected object may not work/appear properly

Last contribution: Anonymous

fastvis = true

Description:
You seem to be running vvis in -fast mode. This is okay for testing purposes, but mind that this will cause:

Strange compile errors, like 'cluster saw into cluster' errors
Strange errors ingame (including unexpected crashes)
Hitting limits ingame, by skipping essential optimization processses
Lower performance ingame


Solution:
If you experience any of these problems, and don't have any specific clues for the cause, please try to compile without the -fast option, see if that helps. If compiling without -fast is taking too long /seems to crash vvis, you may need to optimize your map using func_detail

Last contribution: Anonymous
 
Last edited:

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
yea, fast vis is only used (For me, at least) to see if I have the correct entity logic setup and possibly the right scale.
 

henke37

aa
Sep 23, 2011
2,075
515
I have never used fast vis. If vvis takes more than a couple of seconds then you have a problem that needs to be fixed.