Parts of the map missing?

Cookie^

L2: Junior Member
Jan 26, 2014
75
2
Hello everybody, I made a map and tested it a ton of times. Suddenly, I compiled it and when I tested it a lot of brushes were missing and water was suddenly invisible :(
I checked 100000 times for leaks and couldn't find anything (even with pointfile).
I have had this problem again in the past, where I would compile and stuff would always be missing from the map.
Can somebody please help me?? I have been working on this map for 1 month. Also, I wanted to make a newer version for it so I named the map to "my_map_02" and while compiling I got the error that I am missing a file (probably the .bsb from doing research). Why does this happen? Why doesn't hammer create a new .bsb for the new version of the map?
Thanks to everybody that helps! You cannot imagine how much I appreciate all the help from these forums!! :D

EDIT: Compile Log: http://pastebin.com/MqLaX4QC
 

wareya

L420: High Member
Jun 17, 2012
493
191
Turn on the pointfile, then go to automatic visgroups and disable everything. You should be able to see the red line then.
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
You most likely do have a leak. From interlopers.net/errors (which you should use to easily find errors from your compile log):

Usually, this error is caused by a leak, so fix it if it is.
If it isn't, there is a (group of) brush(es) that is/are giving vbsp.exe a hard time to figure out your level.
Apparently it cannot determine the boundaries of a certain portal. Maybe there is a large brush covering the area, maybe the area is just to complicated for poor vbsp to figure out.

I don't know the details but usually turning entities to world brushes or vice-versa helps to fight the problem. Hell, just cutting a brush in two once helped me fight this problem.

Solution:
Find the given coordinates (or if a brush number is given search for the brush number) and see what you can do to to simplify the area (like turning brushes to func_detail). You should also check to see if the brushes are overlapping at any point.
 

RubbishyUser

L7: Fancy Member
Feb 17, 2013
414
488
Hang on, you said a ton of brushes were missing. Is it possible you didn't compile the full map? I've been having similar issues, where the red sphere drawn in the 2D view covers only the majority of my map, with brushes outside of the sphere being not drawn in either the 2D or 3D views. When I compile, it then doesn't compile those brushes, resulting in a huge leak to the void. My current fix is to make sure to compile from a location that covers the whole map, but I'd love to know what's going on.
 

wareya

L420: High Member
Jun 17, 2012
493
191
An areaportal leak is when you can go from one side of an areaportal to the other side of the same areaportal without going through solid geometry or other areaportals. entities, func_detail, displacements don't count as solid, though.

The reason it's considered a leak is that it makes that areaportal impossible to put into the bsp file's data structures properly, just like for spatial leafs if you have a normal leak.
 

Cookie^

L2: Junior Member
Jan 26, 2014
75
2
An areaportal leak is when you can go from one side of an areaportal to the other side of the same areaportal without going through solid geometry or other areaportals. entities, func_detail, displacements don't count as solid, though.

The reason it's considered a leak is that it makes that areaportal impossible to put into the bsp file's data structures properly, just like for spatial leafs if you have a normal leak.

How do I solve such a problem? I did a lot of googling but could find much :confused:
 

wareya

L420: High Member
Jun 17, 2012
493
191
For one, try turning off your areaportals in visgroups to see if it leaks with them disabled. If it still leaks, there's something other than an areaportal leak that's breaking things.
 

Cookie^

L2: Junior Member
Jan 26, 2014
75
2
For one, try turning off your areaportals in visgroups to see if it leaks with them disabled. If it still leaks, there's something other than an areaportal leak that's breaking things.

There is no "Areaportal" group in VisGroups :/ (The Auto section)
 

Cookie^

L2: Junior Member
Jan 26, 2014
75
2
It might be an invalid geometry leak. Hit alt+p in hammer.

Did that, didn't find any errors.
What I just tried was this. I made a new map and just copy+pasted the level, but the water is still invisible. No brushes missing, which is a good thing I guess..
But why is water rendered invisible?
 

wareya

L420: High Member
Jun 17, 2012
493
191
Water can only have a water texture on one face, did you do that?
Make sure you're compiling with full VIS as well. Fast VIS causes all sorts of unreasonable problems.
 

ibex

aa
Sep 1, 2013
308
528
Hang on, you said a ton of brushes were missing. Is it possible you didn't compile the full map? I've been having similar issues, where the red sphere drawn in the 2D view covers only the majority of my map, with brushes outside of the sphere being not drawn in either the 2D or 3D views. When I compile, it then doesn't compile those brushes, resulting in a huge leak to the void. My current fix is to make sure to compile from a location that covers the whole map, but I'd love to know what's going on.

That's called radius culling. Hit C to toggle it. It doesn't seem to serve much purpose besides being annoying (and causing compile issues).

---
It literally culls (selects) everything within the given radius, which I think is defined by your 3d render distance in hammer options, everything outside the radius is forgotten.
It can be useful for reducing the amount of rendering hammer does, but even then hammer is not too intensive (maybe it helps hammer crash less, but in my experience my hammer crashes are related to dealing with texture/model browsers or selecting/playing with multitudes of brushes).
 
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Cookie^

L2: Junior Member
Jan 26, 2014
75
2
Water can only have a water texture on one face, did you do that?
Make sure you're compiling with full VIS as well. Fast VIS causes all sorts of unreasonable problems.

I do compile with full VIS.
I just had a block with nodraw, and then I used the Texture application to change it to water.
However, I just tried doing in with just one face and the rest of the faces are nodraw. Still, no luck.. :/

EDIT: I also toggled Props in visgroups "off" to see if it is a leak that has to do with a prop. Water is still invisible..
 
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Cookie^

L2: Junior Member
Jan 26, 2014
75
2
That's called radius culling. Hit C to toggle it. It doesn't seem to serve much purpose besides being annoying (and causing compile issues).

Just tried compiling with Radius Culling "off" and the problem remains.
What is this? T_T