Visleaf issue

Tenn1502

L1: Registered
Jul 23, 2009
27
1
Hello friends!

Got a small-ish render problem, the game wont really load the map and the one it does run looks like this:
EA93467C6ADDAC0DA88F8AE16B4D5F55865A0914


Here's the compile log. I'm guessing the whole "zero area child patch" isn't explicitly normal.

** 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\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_meltdown.vmf"

Valve Software - vbsp.exe (Jul 2 2015)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_meltdown.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/cp_meltdown/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/cp_meltdown/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/cp_meltdown/nature/blendrockgroundwallsnow_wvt_patch
Patching WVT material: maps/cp_meltdown/nature/blendgroundtosnow001_wvt_patch
Patching WVT material: maps/cp_meltdown/nature/blendgrasstosnow001_wvt_patch
Patching WVT material: maps/cp_meltdown/nature/blendgroundtograss007_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)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_meltdown.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_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_hydro_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
Overlay touching too many faces (touching 82, max 64)
Overlay signs/hazard_yellow001_decal at -8.0 -288.0 0.0

** 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\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_meltdown"

Valve Software - vvis.exe (Jul 2 2015)
fastvis = true
8 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_meltdown.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_meltdown.prt
857 portalclusters
2819 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 39248 visible clusters (6.65%)
Total clusters visible: 590446
Average clusters visible: 688
Building PAS...
Average clusters audible: 856

** 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\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_meltdown"

Valve Software - vrad.exe SSE (Jul 2 2015)

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

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_meltdown.bsp
Setting up ray-trace acceleration structure... Done (1.22 seconds)
5180 faces
24 degenerate faces
1417219 square feet [204079648.00 square inches]
37 Displacements
32477 Square Feet [4676780.00 Square Inches]
5156 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
166058 patches after subdivision
sun extent from map=0.000000
12 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (8)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (24)
transfers 25047927, max 1143
transfer lists: 191.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(291149, 242274, 281604)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(23517, 17816, 19402)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1591, 1095, 1193)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(128, 81, 85)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(10, 6, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0515 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (5)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 6/1024 288/49152 ( 0.6%)
brushes 901/8192 10812/98304 (11.0%)
brushsides 9890/65536 79120/524288 (15.1%)
planes 8316/65536 166320/1310720 (12.7%)
vertexes 7642/65536 91704/786432 (11.7%)
nodes 2879/65536 92128/2097152 ( 4.4%)
texinfos 72/12288 5184/884736 ( 0.6%)
texdata 22/2048 704/65536 ( 1.1%)
dispinfos 37/0 6512/0 ( 0.0%)
disp_verts 5701/0 114020/0 ( 0.0%)
disp_tris 9728/0 19456/0 ( 0.0%)
disp_lmsamples 80365/0 80365/0 ( 0.0%)
faces 5180/65536 290080/3670016 ( 7.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2927/65536 163912/3670016 ( 4.5%)
leaves 2886/65536 92352/2097152 ( 4.4%)
leaffaces 6304/65536 12608/131072 ( 9.6%)
leafbrushes 2050/65536 4100/131072 ( 3.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 37445/512000 149780/2048000 ( 7.3%)
edges 21440/256000 85760/1024000 ( 8.4%)
LDR worldlights 12/8192 1056/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 3/32768 36/393216 ( 0.0%)
waterstrips 574/32768 5740/327680 ( 1.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 9615/65536 19230/131072 (14.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 9/512 3168/180224 ( 1.8%)
LDR lightdata [variable] 4640104/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 570712/16777216 ( 3.4%)
entdata [variable] 10255/393216 ( 2.6%)
LDR ambient table 2886/65536 11544/262144 ( 4.4%)
HDR ambient table 2886/65536 11544/262144 ( 4.4%)
LDR leaf ambient 18966/65536 531048/1835008 (28.9%)
HDR leaf ambient 2886/65536 80808/1835008 ( 4.4%)
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] 1/6188 ( 0.0%)
pakfile [variable] 108666/0 ( 0.0%)
physics [variable] 1443347/4194304 (34.4%)
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 15151
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_meltdown.bsp
43 seconds elapsed

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

Thanks so much for taking a look!
 

seth

aa
May 31, 2013
1,019
851
You ran vvis in fast. You will often have issues in-game with fastvis. Visibility often doesn't take very long to compile in a level with proper func_detailing so you should just stick to compiling with full vis. You also have a bunch of zero child patches which means you have vrad trying to calculate lighting for faces that don't exist. Maybe you have the skybox cutting geometry in a weird way?

Run your compile log through interlopers next time.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
Also this:

Overlay touching too many faces (touching 82, max 64)
Overlay signs/hazard_yellow001_decal at -8.0 -288.0 0.0

Check that the overlay specified isn't on a displacement, overly complicated or carved geometry, or a really huge brush face.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
It's the overlay.
I haven't had that issue for years, but it happened the other day to me and the exact symptoms were what your screenshot looks like.
 

Tenn1502

L1: Registered
Jul 23, 2009
27
1
You ran vvis in fast. You will often have issues in-game with fastvis. Visibility often doesn't take very long to compile in a level with proper func_detailing so you should just stick to compiling with full vis. You also have a bunch of zero child patches which means you have vrad trying to calculate lighting for faces that don't exist. Maybe you have the skybox cutting geometry in a weird way?

Run your compile log through interlopers next time.

Wow! It's been a while since I worked on a map from scratch, that website is awesome!

Problem's fixed! Thanks for the help.
 

seth

aa
May 31, 2013
1,019
851
Wow! It's been a while since I worked on a map from scratch, that website is awesome!

Problem's fixed! Thanks for the help.

Alternatively, you can use CompilePal to compile and it will automatically check your compile log against the Interlopers error checker when the compile is finished. Super handy!