Bad Surface Extents Point Fails My Compile?

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DisruptedHunter

L2: Junior Member
Aug 30, 2009
89
1
Alright so I recently started making a new map, I'm nowhere even close to being done and was testing my first compile...well already ran into problems. The one problem I can't fix is the map won't show new things I do. If I rename the map it'll let me load it, but not with new changes. (It's..confuesing) When I rename it again, it'll stop compiling mid way. Already alt p'd, there are no invalids, I've also tried doing that thing where you fix fitted textures and then world them on large displacements. That..didn't seem to do anything. and I did it with the coordinates that keep poping up in my compile log. Interlopers has no errors to report except ones I have in every map that don't need fixing. Someone please help :mellow:

Here is my compile log:




** Executing...
** Command: "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Backup Folders\Documents\Tf2 maps\Mapping\jungletemple\temple8.vmf"

Valve Software - vbsp.exe (Apr 29 2015)
8 threads
materialPath: F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Backup Folders\Documents\Tf2 maps\Mapping\jungletemple\temple8.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/temple8/jungle/blendrockwalltograss_jungle_wvt_patch
Patching WVT material: maps/temple8/egypt/sand_grass_blend_02_wvt_patch
Patching WVT material: maps/temple8/egypt/sky_sand_waves_01_wvt_patch
Patching WVT material: maps/temple8/egypt/sand_floor_blend_03_wvt_patch
Patching WVT material: maps/temple8/nature/blendgroundtograss001b_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 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Backup Folders\Documents\Tf2 maps\Mapping\jungletemple\temple8.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.
Bad surface extents point: -4415.261719 -1869.007813 -194.000000
Bad surface extents point: -5908.993652 -650.267822 -194.000000
Bad surface extents point: -5291.734375 525.988281 -194.000000
Bad surface extents point: -3798.011719 -692.730469 -194.000000
Bad surface extents - surface is too big to have a lightmap
material JUNGLE/BLENDROCKWALLTOGRASS_JUNGLE around point (-4853.5 -671.5 -194.0)
(dimension: 0, 133>126)


** Executing...
** Command: "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -fast "C:\Backup Folders\Documents\Tf2 maps\Mapping\jungletemple\temple8"

Valve Software - vvis.exe (Apr 29 2015)
fastvis = true
8 threads
reading c:\backup folders\documents\tf2 maps\mapping\jungletemple\temple8.bsp
Error opening c:\backup folders\documents\tf2 maps\mapping\jungletemple\temple8.bsp

** Executing...
** Command: "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Backup Folders\Documents\Tf2 maps\Mapping\jungletemple\temple8"

Valve Software - vrad.exe SSE (Apr 29 2015)

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

Loading c:\backup folders\documents\tf2 maps\mapping\jungletemple\temple8.bsp
Error opening c:\backup folders\documents\tf2 maps\mapping\jungletemple\temple8.bsp

** Executing...
** Command: Copy File
** Parameters: "C:\Backup Folders\Documents\Tf2 maps\Mapping\jungletemple\temple8.bsp" "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\temple8.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."



I'm pretty sure this is my issue:

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.
Bad surface extents point: -4415.261719 -1869.007813 -194.000000
Bad surface extents point: -5908.993652 -650.267822 -194.000000
Bad surface extents point: -5291.734375 525.988281 -194.000000
Bad surface extents point: -3798.011719 -692.730469 -194.000000
Bad surface extents - surface is too big to have a lightmap
material JUNGLE/BLENDROCKWALLTOGRASS_JUNGLE around point (-4853.5 -671.5 -194.0)
(dimension: 0, 133>126)

I have no idea how to fix it..I've tried hiding all my displacements and that didn't seem to fix it... Please help..I also loaded point file and get nothing, I removed some leaks and the sky box is fine. I can post the map DL if needed. It's..pretty tiny, I've only done the spawn area!
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
It's simple, really. VBSP isn't writing the bsp to the location VVIS and VRAD expect it to go.

reading c:\backup folders\documents\tf2 maps\mapping\jungletemple\temple8.bsp
Error opening c:\backup folders\documents\tf2 maps\mapping\jungletemple\temple8.bsp

Both VVIS and VRAD spew this error out. That file path doesn't exist. VBSP doesn't put the bsp in that location, so VVIS and VRAD outright fail since they don't have anything to work with.

If this is your first compile for this map, make sure it compiles the bsp to the default folders first (which would be tf/maps). If you have earlier versions, there's nothing else to do than to open the .vmf of that version, duplicate it, rename it and then start again from there.

Also, this:

Bad surface extents point: -4415.261719 -1869.007813 -194.000000
Bad surface extents point: -5908.993652 -650.267822 -194.000000
Bad surface extents point: -5291.734375 525.988281 -194.000000
Bad surface extents point: -3798.011719 -692.730469 -194.000000
Bad surface extents - surface is too big to have a lightmap
material JUNGLE/BLENDROCKWALLTOGRASS_JUNGLE around point (-4853.5 -671.5 -194.0)
(dimension: 0, 133>126)

You see those numbers behind the Bad surface extents point message? Those are coordinates. There's an option in Hammer to go to the specific coordinates. It'll lead you right to the area that causes issues.

Also, please, don't run VVIS on fast. Just run it on normal. Doing fast VVIS will cause all sorts of trouble.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
Most of the time you just have to split the brush to smaller ones when that error shows. Once a brush becomes too large and gets a too high detail lightmap to cover the brush it will give this error. The way to calc the max size is: 126xlightmapscale. Often with a 16 scale this means 2016 (prob 2048 as thats a more logical round number). So start looking for brushes that exceed that size.

Reading the texture name i would suspect you made a huge brush that later would become a displacement, so that again might be helpfull at spotting the problem brush.

And the reason you dont get vvis to run is because vbsp crashed and never was able to write the bsp. This is why vvis and vrad fail aswel.
Also, please, don't run VVIS on fast. Just run it on normal. Doing fast VVIS will cause all sorts of trouble.
Fast VVIS isnt that bad for test compiles. It ensures the basic optimizing has been applied and doesnt cost alot of time. Also, when an area would become too intensive for your fps the issue will just show faster. For testing i could even somewhat recommend it just for that reason.
Only when you are detailing the map having vvis on fast might be a bad idea, but thats just because it might sometimes result in rendering something that with normal vvis wouldnt be rendered
(for example you have a nodraw brush with a displacement running through it. at fast vvis the nodraw didnt block vvis from accepting the part behind it - in a test version that is used for testing/fixing entity work you simply can ignore that)

Only when you make a version you release it should have normal vvis. And that is even the case for an alpha version.

Its just like running vrad on fast. It might look poor. but if you only want to ensure that players get correctly lit you realy dont have to care about that poor looking shadow on the wall.
 

DisruptedHunter

L2: Junior Member
Aug 30, 2009
89
1
Well, I don't think it's the displacements causing all these issues.


** Executing...
** Command: "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Backup Folders\Documents\Tf2 maps\Mapping\jungletemple\temple8.vmf"

Valve Software - vbsp.exe (Apr 29 2015)
8 threads
materialPath: F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Backup Folders\Documents\Tf2 maps\Mapping\jungletemple\temple8.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/temple8/jungle/blendrockwalltograss_jungle_wvt_patch
Patching WVT material: maps/temple8/egypt/sand_grass_blend_02_wvt_patch
Patching WVT material: maps/temple8/egypt/sky_sand_waves_01_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 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Backup Folders\Documents\Tf2 maps\Mapping\jungletemple\temple8.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...
done (0) (53027 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 414 texinfos to 175
Reduced 19 texdatas to 16 (501 bytes to 416)
Writing C:\Backup Folders\Documents\Tf2 maps\Mapping\jungletemple\temple8.bsp
0 seconds elapsed

** Executing...
** Command: "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -fast "C:\Backup Folders\Documents\Tf2 maps\Mapping\jungletemple\temple8"

Valve Software - vvis.exe (Apr 29 2015)
fastvis = true
8 threads
reading c:\backup folders\documents\tf2 maps\mapping\jungletemple\temple8.bsp
reading c:\backup folders\documents\tf2 maps\mapping\jungletemple\temple8.prt
496 portalclusters
1476 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 5115 visible clusters (2.25%)
Total clusters visible: 227339
Average clusters visible: 458
Building PAS...
Average clusters audible: 496
visdatasize:65589 compressed from 63488
writing c:\backup folders\documents\tf2 maps\mapping\jungletemple\temple8.bsp
0 seconds elapsed

** Executing...
** Command: "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Backup Folders\Documents\Tf2 maps\Mapping\jungletemple\temple8"

Valve Software - vrad.exe SSE (Apr 29 2015)

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

Loading c:\backup folders\documents\tf2 maps\mapping\jungletemple\temple8.bsp
Setting up ray-trace acceleration structure... Done (0.28 seconds)
1015 faces
2515960 square feet [362298240.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1015 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
21475 patches after subdivision
15 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 967963, max 266
transfer lists: 7.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(86400, 65850, 40882)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(33941, 19769, 7700)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(12246, 5467, 1339)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(4647, 1586, 243)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1721, 450, 43)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(650, 130, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(244, 37, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(93, 11, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(35, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(13, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(5, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0049 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 (3)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 32/1024 1536/49152 ( 3.1%)
brushes 127/8192 1524/98304 ( 1.6%)
brushsides 841/65536 6728/524288 ( 1.3%)
planes 816/65536 16320/1310720 ( 1.2%)
vertexes 1913/65536 22956/786432 ( 2.9%)
nodes 1329/65536 42528/2097152 ( 2.0%)
texinfos 175/12288 12600/884736 ( 1.4%)
texdata 16/2048 512/65536 ( 0.8%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 1015/65536 56840/3670016 ( 1.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 428/65536 23968/3670016 ( 0.7%)
leaves 1362/65536 43584/2097152 ( 2.1%)
leaffaces 1106/65536 2212/131072 ( 1.7%)
leafbrushes 683/65536 1366/131072 ( 1.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 6351/512000 25404/2048000 ( 1.2%)
edges 3732/256000 14928/1024000 ( 1.5%)
LDR worldlights 15/8192 1320/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 104/32768 1040/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1596/65536 3192/131072 ( 2.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1359452/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 65589/16777216 ( 0.4%)
entdata [variable] 27777/393216 ( 7.1%)
LDR ambient table 1362/65536 5448/262144 ( 2.1%)
HDR ambient table 1362/65536 5448/262144 ( 2.1%)
LDR leaf ambient 4570/65536 127960/1835008 ( 7.0%)
HDR leaf ambient 1362/65536 38136/1835008 ( 2.1%)
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] 1/15606 ( 0.0%)
pakfile [variable] 106659/0 ( 0.0%)
physics [variable] 53027/4194304 ( 1.3%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 2609
Writing c:\backup folders\documents\tf2 maps\mapping\jungletemple\temple8.bsp
5 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Backup Folders\Documents\Tf2 maps\Mapping\jungletemple\temple8.bsp" "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\temple8.bsp"



is my new compile log...no problems in interlopers... and this..the map looks like this
ej6j2q.png
I also want to mention that I tried to make sure that the map is showing small changes, and it doesn't. It only loaded no displacements. Then I hid one object, compiled the map, and it's the same. :mad:
 

DisruptedHunter

L2: Junior Member
Aug 30, 2009
89
1
Well, I don't think it's the displacements causing all these issues.


** Executing...
** Command: "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Backup Folders\Documents\Tf2 maps\Mapping\jungletemple\temple8.vmf"

Valve Software - vbsp.exe (Apr 29 2015)
8 threads
materialPath: F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Backup Folders\Documents\Tf2 maps\Mapping\jungletemple\temple8.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/temple8/jungle/blendrockwalltograss_jungle_wvt_patch
Patching WVT material: maps/temple8/egypt/sand_grass_blend_02_wvt_patch
Patching WVT material: maps/temple8/egypt/sky_sand_waves_01_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 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Backup Folders\Documents\Tf2 maps\Mapping\jungletemple\temple8.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...
done (0) (53027 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 414 texinfos to 175
Reduced 19 texdatas to 16 (501 bytes to 416)
Writing C:\Backup Folders\Documents\Tf2 maps\Mapping\jungletemple\temple8.bsp
0 seconds elapsed

** Executing...
** Command: "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -fast "C:\Backup Folders\Documents\Tf2 maps\Mapping\jungletemple\temple8"

Valve Software - vvis.exe (Apr 29 2015)
fastvis = true
8 threads
reading c:\backup folders\documents\tf2 maps\mapping\jungletemple\temple8.bsp
reading c:\backup folders\documents\tf2 maps\mapping\jungletemple\temple8.prt
496 portalclusters
1476 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 5115 visible clusters (2.25%)
Total clusters visible: 227339
Average clusters visible: 458
Building PAS...
Average clusters audible: 496
visdatasize:65589 compressed from 63488
writing c:\backup folders\documents\tf2 maps\mapping\jungletemple\temple8.bsp
0 seconds elapsed

** Executing...
** Command: "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Backup Folders\Documents\Tf2 maps\Mapping\jungletemple\temple8"

Valve Software - vrad.exe SSE (Apr 29 2015)

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

Loading c:\backup folders\documents\tf2 maps\mapping\jungletemple\temple8.bsp
Setting up ray-trace acceleration structure... Done (0.28 seconds)
1015 faces
2515960 square feet [362298240.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1015 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
21475 patches after subdivision
15 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 967963, max 266
transfer lists: 7.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(86400, 65850, 40882)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(33941, 19769, 7700)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(12246, 5467, 1339)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(4647, 1586, 243)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1721, 450, 43)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(650, 130, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(244, 37, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(93, 11, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(35, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(13, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(5, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0049 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 (3)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 32/1024 1536/49152 ( 3.1%)
brushes 127/8192 1524/98304 ( 1.6%)
brushsides 841/65536 6728/524288 ( 1.3%)
planes 816/65536 16320/1310720 ( 1.2%)
vertexes 1913/65536 22956/786432 ( 2.9%)
nodes 1329/65536 42528/2097152 ( 2.0%)
texinfos 175/12288 12600/884736 ( 1.4%)
texdata 16/2048 512/65536 ( 0.8%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 1015/65536 56840/3670016 ( 1.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 428/65536 23968/3670016 ( 0.7%)
leaves 1362/65536 43584/2097152 ( 2.1%)
leaffaces 1106/65536 2212/131072 ( 1.7%)
leafbrushes 683/65536 1366/131072 ( 1.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 6351/512000 25404/2048000 ( 1.2%)
edges 3732/256000 14928/1024000 ( 1.5%)
LDR worldlights 15/8192 1320/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 104/32768 1040/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1596/65536 3192/131072 ( 2.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1359452/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 65589/16777216 ( 0.4%)
entdata [variable] 27777/393216 ( 7.1%)
LDR ambient table 1362/65536 5448/262144 ( 2.1%)
HDR ambient table 1362/65536 5448/262144 ( 2.1%)
LDR leaf ambient 4570/65536 127960/1835008 ( 7.0%)
HDR leaf ambient 1362/65536 38136/1835008 ( 2.1%)
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] 1/15606 ( 0.0%)
pakfile [variable] 106659/0 ( 0.0%)
physics [variable] 53027/4194304 ( 1.3%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 2609
Writing c:\backup folders\documents\tf2 maps\mapping\jungletemple\temple8.bsp
5 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Backup Folders\Documents\Tf2 maps\Mapping\jungletemple\temple8.bsp" "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\temple8.bsp"



is my new compile log...no problems in interlopers... and this..the map looks like this
ej6j2q.png
I also want to mention that I tried to make sure that the map is showing small changes, and it doesn't. It only loaded no displacements. Then I hid one object, compiled the map, and it's the same. :mad:


Now the map is compiling with things not black but isn't loading new changes...

I will NOT start over from scratch because it's just not practical considering I've had this issue before and fixed it by fixing the problems in the map, the only difference is when that happened in previous maps...there was a lot more to work from. I don't even have anything big in my maps. Props, displacements, some triggers for the idle track that need to be fixed because they are going in wrong directions, really not much else. This map is still pretty new. Someone please help.
 
Last edited:

DisruptedHunter

L2: Junior Member
Aug 30, 2009
89
1
It's simple, really. VBSP isn't writing the bsp to the location VVIS and VRAD expect it to go.



Both VVIS and VRAD spew this error out. That file path doesn't exist. VBSP doesn't put the bsp in that location, so VVIS and VRAD outright fail since they don't have anything to work with.

If this is your first compile for this map, make sure it compiles the bsp to the default folders first (which would be tf/maps). If you have earlier versions, there's nothing else to do than to open the .vmf of that version, duplicate it, rename it and then start again from there.

Also, this:



You see those numbers behind the Bad surface extents point message? Those are coordinates. There's an option in Hammer to go to the specific coordinates. It'll lead you right to the area that causes issues.

Also, please, don't run VVIS on fast. Just run it on normal. Doing fast VVIS will cause all sorts of trouble.

Yes I stated that I already worked with those coordinates.. and what I did either wasn't fixing it, or it wasn't showing a fix because the map wouldn't load. I tried what you did, moved it to my tf/maps folder, it worked. ONCE. I tried to see if it'd show a changed compiled version of the map by hiding 1 thing and it didn't show the change.

compile log:
** Executing...
** Command: "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\temple8.vmf"

Valve Software - vbsp.exe (Apr 29 2015)
8 threads
materialPath: F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\temple8.vmf
Patching WVT material: maps/temple8/jungle/blendrockwalltograss_jungle_wvt_patch
Patching WVT material: maps/temple8/egypt/sand_grass_blend_02_wvt_patch
Patching WVT material: maps/temple8/egypt/sky_sand_waves_01_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 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\temple8.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...
done (0) (38556 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 340 texinfos to 130
Reduced 16 texdatas to 12 (441 bytes to 307)
Writing F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\temple8.bsp
0 seconds elapsed

** Executing...
** Command: "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -fast "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\temple8"

Valve Software - vvis.exe (Apr 29 2015)
fastvis = true
8 threads
reading f:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\temple8.bsp
reading f:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\temple8.prt
490 portalclusters
1473 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 3562 visible clusters (1.59%)
Total clusters visible: 224330
Average clusters visible: 457
Building PAS...
Average clusters audible: 490
visdatasize:64723 compressed from 62720
writing f:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\temple8.bsp
0 seconds elapsed

** Executing...
** Command: "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\temple8"

Valve Software - vrad.exe SSE (Apr 29 2015)

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

Loading f:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\temple8.bsp
Setting up ray-trace acceleration structure... Done (0.27 seconds)
867 faces
2482862 square feet [357532224.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
867 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
19961 patches after subdivision
15 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 901148, max 277
transfer lists: 6.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(81174, 61859, 38409)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(31255, 18195, 7088)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(10993, 4903, 1201)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(4109, 1399, 214)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1495, 390, 37)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(558, 111, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(207, 31, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(78, 9, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(29, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(11, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0047 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 (3)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 10/1024 480/49152 ( 1.0%)
brushes 99/8192 1188/98304 ( 1.2%)
brushsides 673/65536 5384/524288 ( 1.0%)
planes 728/65536 14560/1310720 ( 1.1%)
vertexes 1658/65536 19896/786432 ( 2.5%)
nodes 1180/65536 37760/2097152 ( 1.8%)
texinfos 130/12288 9360/884736 ( 1.1%)
texdata 12/2048 384/65536 ( 0.6%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 867/65536 48552/3670016 ( 1.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 306/65536 17136/3670016 ( 0.5%)
leaves 1191/65536 38112/2097152 ( 1.8%)
leaffaces 944/65536 1888/131072 ( 1.4%)
leafbrushes 647/65536 1294/131072 ( 1.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 5237/512000 20948/2048000 ( 1.0%)
edges 3120/256000 12480/1024000 ( 1.2%)
LDR worldlights 15/8192 1320/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 91/32768 910/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1422/65536 2844/131072 ( 2.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1283592/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 64723/16777216 ( 0.4%)
entdata [variable] 16463/393216 ( 4.2%)
LDR ambient table 1191/65536 4764/262144 ( 1.8%)
HDR ambient table 1191/65536 4764/262144 ( 1.8%)
LDR leaf ambient 4620/65536 129360/1835008 ( 7.0%)
HDR leaf ambient 1191/65536 33348/1835008 ( 1.8%)
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] 1/15600 ( 0.0%)
pakfile [variable] 106659/0 ( 0.0%)
physics [variable] 38556/4194304 ( 0.9%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 2279
Writing f:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\temple8.bsp
5 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\temple8.bsp" "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\temple8.bsp"
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Zero Area child patch: somewhere in your map you have a solid (or multiple) without any faces, and VRAD tries to create a lightmap for a brush that is invalid. Check for that. Also, are all the things in your visgroups set to on? Compiling a map without everything turned on can cause this.

I also see a default HL2 skybox. While not the cause of your problems, pick a TF2 skybox.

Also, just for the sake of it, turn the fast VVIS off. Just set it to normal. Just do it.
 

DisruptedHunter

L2: Junior Member
Aug 30, 2009
89
1
Zero Area child patch: somewhere in your map you have a solid (or multiple) without any faces, and VRAD tries to create a lightmap for a brush that is invalid. Check for that. Also, are all the things in your visgroups set to on? Compiling a map without everything turned on can cause this.

I also see a default HL2 skybox. While not the cause of your problems, pick a TF2 skybox.

Also, just for the sake of it, turn the fast VVIS off. Just set it to normal. Just do it.

The zero area thing I've ALWAYS had in my maps, I've never been able to fix it and it's never been a problem. I have tried with everything running, and it doesn't work. I just tried and it's like the picture I posted in my last post. Things are black, displacements aren't showing. If I run the map without displacements it's still the same. Unless running the map on normal is going to fix this, I'm not going to have the possibility of hours of compiling do absolutely nothing. I've never done any of my maps on normal because of how long it takes. I need to know what the issue is.

With displacements turned off this is my log:

** Executing...
** Command: "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\temple8.vmf"

Valve Software - vbsp.exe (Apr 29 2015)
8 threads
materialPath: F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\temple8.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/temple8/jungle/blendrockwalltograss_jungle_wvt_patch
Patching WVT material: maps/temple8/egypt/sand_grass_blend_02_wvt_patch
Patching WVT material: maps/temple8/egypt/sky_sand_waves_01_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 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\temple8.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...
done (0) (51459 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 406 texinfos to 167
Reduced 19 texdatas to 16 (501 bytes to 416)
Writing F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\temple8.bsp
0 seconds elapsed

** Executing...
** Command: "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -fast "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\temple8"

Valve Software - vvis.exe (Apr 29 2015)
fastvis = true
8 threads
reading f:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\temple8.bsp
reading f:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\temple8.prt
488 portalclusters
1443 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 4947 visible clusters (2.25%)
Total clusters visible: 220207
Average clusters visible: 451
Building PAS...
Average clusters audible: 488
visdatasize:63549 compressed from 62464
writing f:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\temple8.bsp
0 seconds elapsed

** Executing...
** Command: "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\temple8"

Valve Software - vrad.exe SSE (Apr 29 2015)

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

Loading f:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\temple8.bsp
Setting up ray-trace acceleration structure... Done (0.27 seconds)
991 faces
2515960 square feet [362298240.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
991 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
21451 patches after subdivision
15 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 964964, max 266
transfer lists: 7.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(86400, 65850, 40882)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(33941, 19769, 7700)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(12246, 5467, 1339)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(4647, 1586, 243)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1721, 450, 43)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(650, 130, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(244, 37, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(93, 11, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(35, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(13, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(5, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0049 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 (3)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 32/1024 1536/49152 ( 3.1%)
brushes 123/8192 1476/98304 ( 1.5%)
brushsides 817/65536 6536/524288 ( 1.2%)
planes 796/65536 15920/1310720 ( 1.2%)
vertexes 1881/65536 22572/786432 ( 2.9%)
nodes 1317/65536 42144/2097152 ( 2.0%)
texinfos 167/12288 12024/884736 ( 1.4%)
texdata 16/2048 512/65536 ( 0.8%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 991/65536 55496/3670016 ( 1.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 404/65536 22624/3670016 ( 0.6%)
leaves 1350/65536 43200/2097152 ( 2.1%)
leaffaces 1082/65536 2164/131072 ( 1.7%)
leafbrushes 679/65536 1358/131072 ( 1.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 6159/512000 24636/2048000 ( 1.2%)
edges 3636/256000 14544/1024000 ( 1.4%)
LDR worldlights 15/8192 1320/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 104/32768 1040/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1596/65536 3192/131072 ( 2.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1358972/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 63549/16777216 ( 0.4%)
entdata [variable] 27777/393216 ( 7.1%)
LDR ambient table 1350/65536 5400/262144 ( 2.1%)
HDR ambient table 1350/65536 5400/262144 ( 2.1%)
LDR leaf ambient 4547/65536 127316/1835008 ( 6.9%)
HDR leaf ambient 1350/65536 37800/1835008 ( 2.1%)
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] 1/15606 ( 0.0%)
pakfile [variable] 106659/0 ( 0.0%)
physics [variable] 51459/4194304 ( 1.2%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 2561
Writing f:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\temple8.bsp
5 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\temple8.bsp" "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\temple8.bsp"


then again I don't know if it's even loading the map correctly because it could just be not compiling fully again. If someone wants to help me fix this 100% I don't mind giving a key of ref and a tour duty ticket or something. I really want to get this fixed as soon as possible.
 
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Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Well, I'm all out of ideas then. I'd start over. This might very well be a .vmf corruption of some sort. That shit happens very frequently. I lost a map once due to a corrupt .vmf. I was able to sort of fix it with notepad++ but all my models were gone, as well as most of my lights. I just started over. It's a dirty part of the mapping process but you just have to live with it. All I can say is welcome to Source.

Also:

I've never done any of my maps on normal because of how long it takes.

Normally I'm not rude, but this is potentially the dumbest thing you can do and say. You should be punished for saying this. If you want your map to be good and be received well by players don't cut corners because it saves on compile time. Maps just take a while to compile and you just have to live with it. For internal testing, sure, set everything to fast. But even for alpha stage maps run VVIS on normal (and VRAD too, until you're getting into late beta when detailing becomes a bigger thing) when you're doing the final compile to ship the map. It ensures people can focus on the gameplay of the map without worrying about low frame rates or even map crashes (setting VVIS on fast can cause that).
 

DisruptedHunter

L2: Junior Member
Aug 30, 2009
89
1
Well, I'm all out of ideas then. I'd start over. This might very well be a .vmf corruption of some sort. That shit happens very frequently. I lost a map once due to a corrupt .vmf. I was able to sort of fix it with notepad++ but all my models were gone, as well as most of my lights. I just started over. It's a dirty part of the mapping process but you just have to live with it. All I can say is welcome to Source.

Also:



Normally I'm not rude, but this is potentially the dumbest thing you can do and say. You should be punished for saying this. If you want your map to be good and be received well by players don't cut corners because it saves on compile time. Maps just take a while to compile and you just have to live with it. For internal testing, sure, set everything to fast. But even for alpha stage maps run VVIS on normal (and VRAD too, until you're getting into late beta when detailing becomes a bigger thing) when you're doing the final compile to ship the map. It ensures people can focus on the gameplay of the map without worrying about low frame rates or even map crashes (setting VVIS on fast can cause that).

You can go ahead and be rude, because my maps are extremely popular amongst all the people who go on it to the point that a lot of my maps have been stolen so whatever you say bruh. Almost none of my maps lag unless you have a low end computer. :thumbup1:
 

DisruptedHunter

L2: Junior Member
Aug 30, 2009
89
1
Copy paste entire map into a new file instead of just redoing everything.
HL2 sky? You do have the ABSPack, right?

Good idea, tried that....Doesn't seem to work since when trying to open it to test run it, console comes up with: CModelLoader::Map_IsValid: No such map 'maps/temp1.bsp'
map load failed: temp1 not found or invalid


seems to be the same issue...I have for sure had this problem before but what was causing it was some displacements. For this, if I hide displacements, I was able to actually load the map in tf2 for testing.



EDIT
OK so I deleted those displacements that the coordinates went too and it compiled, and now everything is black.

It compiled tho, that's good, but now it won't add any changes so it seems it only compiles for every time I fix something. I don't know it's VERY weird.

sebn07.png






** Executing...
** Command: "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\temp1.vmf"

Valve Software - vbsp.exe (Apr 29 2015)
8 threads
materialPath: F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\temp1.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/temp1/jungle/blendrockwalltograss_jungle_wvt_patch
Patching WVT material: maps/temp1/egypt/sand_grass_blend_02_wvt_patch
Patching WVT material: maps/temp1/egypt/sky_sand_waves_01_wvt_patch
Patching WVT material: maps/temp1/egypt/sand_floor_blend_03_wvt_patch
Patching WVT material: maps/temp1/nature/blendgroundtograss001b_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 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\temp1.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...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (51459 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1076 texinfos to 400
Reduced 23 texdatas to 19 (649 bytes to 495)
Writing F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\temp1.bsp
0 seconds elapsed

** Executing...
** Command: "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -fast "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\temp1"

Valve Software - vvis.exe (Apr 29 2015)
fastvis = true
8 threads
reading f:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\temp1.bsp
reading f:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\temp1.prt
472 portalclusters
1423 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 2428 visible clusters (1.21%)
Total clusters visible: 201446
Average clusters visible: 426
Building PAS...
Average clusters audible: 472
visdatasize:59592 compressed from 60416
writing f:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\temp1.bsp
0 seconds elapsed

** Executing...
** Command: "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\temp1"

Valve Software - vrad.exe SSE (Apr 29 2015)

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

Loading f:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\temp1.bsp
Setting up ray-trace acceleration structure... Done (0.74 seconds)
1212 faces
2515265 square feet [362198208.00 square inches]
260 Displacements
1654336 Square Feet [238224384.00 Square Inches]
1212 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
62512 patches after subdivision
15 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 1612562, max 284
transfer lists: 12.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(89482, 68162, 42099)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(35119, 20451, 7932)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(12847, 5732, 1393)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(4905, 1672, 254)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1835, 479, 45)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(699, 139, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(265, 40, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(101, 12, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(39, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(15, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0256 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (2)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 32/1024 1536/49152 ( 3.1%)
brushes 123/8192 1476/98304 ( 1.5%)
brushsides 809/65536 6472/524288 ( 1.2%)
planes 1840/65536 36800/1310720 ( 2.8%)
vertexes 2246/65536 26952/786432 ( 3.4%)
nodes 1279/65536 40928/2097152 ( 2.0%)
texinfos 400/12288 28800/884736 ( 3.3%)
texdata 19/2048 608/65536 ( 0.9%)
dispinfos 260/0 45760/0 ( 0.0%)
disp_verts 17028/0 340560/0 ( 0.0%)
disp_tris 26368/0 52736/0 ( 0.0%)
disp_lmsamples 1421536/0 1421536/0 ( 0.0%)
faces 1212/65536 67872/3670016 ( 1.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 660/65536 36960/3670016 ( 1.0%)
leaves 1312/65536 41984/2097152 ( 2.0%)
leaffaces 1043/65536 2086/131072 ( 1.6%)
leafbrushes 662/65536 1324/131072 ( 1.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 7959/512000 31836/2048000 ( 1.6%)
edges 4813/256000 19252/1024000 ( 1.9%)
LDR worldlights 15/8192 1320/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 82/32768 820/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1263/65536 2526/131072 ( 1.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 6031064/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 59592/16777216 ( 0.4%)
entdata [variable] 28056/393216 ( 7.1%)
LDR ambient table 1312/65536 5248/262144 ( 2.0%)
HDR ambient table 1312/65536 5248/262144 ( 2.0%)
LDR leaf ambient 3603/65536 100884/1835008 ( 5.5%)
HDR leaf ambient 1312/65536 36736/1835008 ( 2.0%)
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] 1/13122 ( 0.0%)
pakfile [variable] 107392/0 ( 0.0%)
physics [variable] 51459/4194304 ( 1.2%)
physics terrain [variable] 61116/1048576 ( 5.8%)

Level flags = 0

Total triangle count: 2895
Writing f:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\temp1.bsp
8 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\temp1.bsp" "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\temp1.bsp"




EDIT

I...I fixed it? I removed all the lights..and now its compiling normal, showing changes and everything...And I fixed the displacements..well it's no longer black, and uh..its compiling. This whole thing is confusing, Im assuming it was a leak for a light. NO idea.
 
Last edited:

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
You can go ahead and be rude, because my maps are extremely popular amongst all the people who go on it to the point that a lot of my maps have been stolen so whatever you say bruh. Almost none of my maps lag unless you have a low end computer. :thumbup1:

Acting like a pretentious douche is not a good way to get help.
 

DisruptedHunter

L2: Junior Member
Aug 30, 2009
89
1
Acting like a pretentious douche is not a good way to get help.

Acting like my maps are all terrible and saying noone will ever like them because I don't compile the way he recommends even tho the way I've been doing it has worked for the past few years, is acting way more like a douche I'd say.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
Acting like my maps are all terrible and saying noone will ever like them because I don't compile the way he recommends even tho the way I've been doing it has worked for the past few years, is acting way more like a douche I'd say.

I think everyone's acting like a douche and should try and be nicer to each other. Please apologize to each other.

Disrupted,

Turning VVIS to fast means that it's doing the crappiest optimization as possible, and if you're not doing it because 'it takes too long' your maps have a MUCH larger problem than whatever you've shown us here today. If you're as popular as you claim you are, it would be in your best interest to give your fans/consumers/customers/community members the best product possible for them. Learning proper VVIS optimization so that compiling doesn't take forever will 1) make your maps run much better than they are now and 2) will just increase the quality of your work.
 

DisruptedHunter

L2: Junior Member
Aug 30, 2009
89
1
I think everyone's acting like a douche and should try and be nicer to each other. Please apologize to each other.

Disrupted,

Turning VVIS to fast means that it's doing the crappiest optimization as possible, and if you're not doing it because 'it takes too long' your maps have a MUCH larger problem than whatever you've shown us here today. If you're as popular as you claim you are, it would be in your best interest to give your fans/consumers/customers/community members the best product possible for them. Learning proper VVIS optimization so that compiling doesn't take forever will 1) make your maps run much better than they are now and 2) will just increase the quality of your work.

Typically my maps never have any fps drop, one does because of smog and I said my maps were popular amongst my community. There was no reason for anyone to say that my maps are bad because I compile them differently, until you actually see them, you can't judge. It was extremely rude and wasn't beneficial to the topic at hand. I already fixed the problem myself as posted above, and stated multiple times that I do not get weird lightings in my final versions, nor do I get bad lag. I'm often told that my maps run very smoothly for people so again, I understand the reason to load it normal, but the problem is I usually crash from how long it takes. The problem people tend to have on tf2maps is they don't tend to read, I've had to repeat myself multiple times in this thread and I appreciate the people who actually read my posts fully, didn't insult me and assume everyone hated me maps because I compile it the quickest way possible, and actually took the time to help me. If I do fix the crashing problem then I will probably run them on the correct setting. Calling me a douche for standing up for my work and saying people typically DO like my work, is not me being a douche.
 
Last edited:

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
Typically my maps never have any fps drop, one does because of smog and I said my maps were popular amongst my community. There was no reason for anyone to say that my maps are bad because I compile them differently, until you actually see them, you can't judge. It was extremely rude and wasn't beneficial to the topic at hand. I already fixed the problem myself as posted above, and stated multiple times that I do not get weird lightings in my final versions, nor do I get bad lag. I'm often told that my maps run very smoothly for people so again, I understand the reason to load it normal, but the problem is I usually crash from how long it takes. The problem people tend to have on tf2maps is they don't tend to read, I've had to repeat myself multiple times in this thread and I appreciate the people who actually read my posts fully, didn't insult me and assume everyone hated me maps because I compile it the quickest way possible, and actually took the time to help me. If I do fix the crashing problem then I will probably run them on the correct setting. Calling me a douche for standing up for my work and saying people typically DO like my work, is not me being a douche.

Directly insulting my community for not reading fully is rude. Thats a flat out fact. I don't care who you think you are or where you come from or how popular you are elsewhere, directly insulting a community is flat out disrespectful.

The fact that you crash for how long VVIS takes to compile, tells me enough that you have more to learn about mapping than you think. I don't need to see what you've done. I'm sure you've worked with hammer for a while, I'm sure you can make things, but if you have to compile your maps on fast VVIS just to make sure they compile? There is something that you are missing, or haven't learned, or chose not to learn. I don't know. That is an undisputed issue in mapping. I would suggest you take some time to properly learn VVIS optimization, again.

I went through, I read this thread before I made my post. Standing up for your work is fine, HOW you stand up for your work though is defining. How you did it, to me, was not proper and was written in a way that could be considered as rude.

Now, again I ask, please apologize to ZeNewDragon. ZeNewDragon, I ask that you apologize also.
 

DisruptedHunter

L2: Junior Member
Aug 30, 2009
89
1
Directly insulting my community for not reading fully is rude. Thats a flat out fact. I don't care who you think you are or where you come from or how popular you are elsewhere, directly insulting a community is flat out disrespectful.

The fact that you crash for how long VVIS takes to compile, tells me enough that you have more to learn about mapping than you think. I don't need to see what you've done. I'm sure you've worked with hammer for a while, I'm sure you can make things, but if you have to compile your maps on fast VVIS just to make sure they compile? There is something that you are missing, or haven't learned, or chose not to learn. I don't know. That is an undisputed issue in mapping. I would suggest you take some time to properly learn VVIS optimization, again.

I went through, I read this thread before I made my post. Standing up for your work is fine, HOW you stand up for your work though is defining. How you did it, to me, was not proper and was written in a way that could be considered as rude.

Now, again I ask, please apologize to ZeNewDragon. ZeNewDragon, I ask that you apologize also.

I never insulted the community? I said I have often had to repeat myself here in this thread, (how is that an insult?) and I was thankfull for the people who didn't make me have to. It's no fun when people are telling you things you clearly already said, and even so, it's not a big deal. I don't really see why you are attacking me, this has nothing to do with the post. I replied without insulting him at all, when he insulted me multiple times. In fact my response was pretty silly even with a little smiley, I don't know how anyone could ever take that or the word "bruh" seriously. There is absolutely no reason to attack me or say I'm doing things which I'm not. There is no reason to make a big deal about this, it wasn't even an issue in the first place. If anything you have been extremely hostile towards me for absolutely no reason. This isn't about who said what, it was about a question I had in regards to the map. I think it should probably just be dropped.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
The problem people tend to have on tf2maps is they don't tend to read

This. You said this, and I'm asking you to apologize.

I am not attacking you. I'm a moderator, I'm moderating. I'm asking for you to apologize for it and the perceived tone that you wrote.
 

DisruptedHunter

L2: Junior Member
Aug 30, 2009
89
1
This. You said this, and I'm asking you to apologize.

I am not attacking you. I'm a moderator, I'm moderating. I'm asking for you to apologize for it and the perceived tone that you wrote.

From one moderator to another, I think you are jumping the gun here. I am not attacking, insulting, demeaning anyone. I'm making a statement. That's all. It's the same thing as saying, "hey you are coming off rude." Like you have been saying to me, You are misunderstanding and jumping to the conclusion and have been pretty aggressively talking to me. Not everyone can tell the tone in text well because there is no sound, it is very easy to assume you understand when you don't. I already told you that it wasn't like that, I don't see what the issue is and I'm sorry that you are misunderstanding. There is really no reason to send me a warning for something you aren't clear on...I've tried clearing it up but I don't understand the issue. You are making it an issue when there isn't, and even if I was rudely saying "hey the tf2 maps community sucks!" Is that not allowed? Can I see a rule where that is not allowed? You are going to have people like that ALWAYS, especially on a forum. And if there are rules where opinions are not allowed, that really sucks. But then again, I did not say anything like that or even close. Can you please stop harpin on me when there is nothing? You misunderstood, that's it. I'm sorry if I didn't type it in a way that came off clearly. I find it a little unfair that you are going after me more then someone who decided to completely belittle my work without seeing it because of his system.
 
Last edited:
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