[Noob with a Question]: Disappearing areas

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Collaide

L2: Junior Member
Oct 14, 2015
58
3
NEW PROBLEM:
Status: RESOLVED


I have encountered another problem and I didn't want to make a new thread so I'm posting it here. I have tried searching for it but I didn't find anything special.

Problem:
The lighting in my map is no longer working. (No shadows, no lights. All textures are always fully lit.)

On a late night I decided to compile my map faster so I wouldn't have to wait as long. The lighting disappeared. Maybe this is my compile settings but I have not been able to figure out what the problem is yet.

Compile Settings (Normal):
Run BSP: Normal
Run VIS: Normal
Run RAD: Normal
HDR: Checked

The Ligh_environment is unchanged.

It's not a problem with my game since lighting works on other maps.

HOW TO FIX:

Problem:
Code:
<number> degenerate faces

Identifying the degenerate brush:
Finding the map version where the lighting first disappeared.
Looked what was different between that version and the previous version.
I saw that I had added some cylinders (but made from arches).
The arch wall width was set to a higher value than the actual size of the arch.

Solution:
Remaking this with a proper wall width fixed my issue.

OLD PROBLEM:
Status: RESOLVED


Hello wonderful people! I just started making my first map and I encountered one major problem along the way!

Before you ask, yes, I have checked the compile log and according to it I have no leaks or any other issues.

Sometimes, a third of the map, or half the map doesn't exist even in game. I have no idea what this is and it's been a problem ever since I only had a cubic room: One wall on one side was simply gone. And correct me if I'm wrong but leaks don't remove entire control points, walls and areas of entire maps?

However I have found a problem to fix this, but it doesn't work every time it happens. I save the project with a new name, and render it again.
As I said, this will fix it most times, maybe around two thirds of the time.

But I'd like to know if there are permanent fixes.

Screenshots:

With the issue:

A3A82EA9BE4718C1FA9579E016AD25578C0D7A1D


After renaming project name and re-rendering:

E452590B4BD96E2117F8A1D3459F7FAF325A22CF


Thanks in advance!

HOW TO FIX:

Make sure
TaeCOl3.png
is OFF when you start the compile
 
Last edited:

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
This looks like the work of good old Radius Culling. Do you have this option
TaeCOl3.png
on when you compile?
 

Collaide

L2: Junior Member
Oct 14, 2015
58
3
This looks like the work of good old Radius Culling. Do you have this option
TaeCOl3.png
on when you compile?
I do not know but I will most certainly check before compiling it next time!

Can you still use those areas as if you simply had no textures or are they gaps into the void? Check game cache first.
When I walk through them I just drop... so I'm guessing they are gaps into the void.

By the way, never assume a leak can't kill half your map. Leaks can fuck up your stuff in innumerable ways.
Okay thanks!
 

Phil25

L1: Registered
Jun 13, 2015
49
10
This looks like incorrectly setup areaportals, although I'm not sure how renaming the project would fix that. Just throwing my two cents in.
 
T

The Asylum

Most of the time it's a leak problem. Your stuff is still there, it's just not being rendered. Compile your map w/o running it, and under the map menu, click Load Pointfile. You'll see a red line going from whatever is leaking to wherever it's leaking out of.

Also, I notice you have water in your map. If you're putting an areaportal through water, you need to create a separate portal that cuts through the water and then another portal through the air above it, like this: https://developer.valvesoftware.com/wiki/Areaportal#Areaportals_and_water
 

Collaide

L2: Junior Member
Oct 14, 2015
58
3
Most of the time it's a leak problem. Your stuff is still there, it's just not being rendered. Compile your map w/o running it, and under the map menu, click Load Pointfile. You'll see a red line going from whatever is leaking to wherever it's leaking out of.

Also, I notice you have water in your map. If you're putting an areaportal through water, you need to create a separate portal that cuts through the water and then another portal through the air above it, like this: https://developer.valvesoftware.com/wiki/Areaportal#Areaportals_and_water
Happened before I used areaportals too though. And compile log proved there were none.

This looks like incorrectly setup areaportals, although I'm not sure how renaming the project would fix that. Just throwing my two cents in.

rename + re-render

and yeah it happened before I used areaportals too.
But it's not urgent too much
 
Last edited:

Collaide

L2: Junior Member
Oct 14, 2015
58
3
BUMP

Hello again! I have encountered another problem and I didn't want to make a new thread so I'm posting it here. I have tried searching for it but I didn't find anything special.

Problem:
The lighting in my map is no longer working. (No shadows, no lights. All textures are always fully lit.)

On a late night I decided to compile my map faster so I wouldn't have to wait as long. The lighting disappeared. Maybe this is my compile settings but I have not been able to figure out what the problem is yet.

Compile Settings (Normal):
Run BSP: Normal
Run VIS: Normal
Run RAD: Normal
HDR: Checked

The Ligh_environment is unchanged.

It's not a problem with my game since lighting works on other maps.

(Original post IS updated as well)
 

Collaide

L2: Junior Member
Oct 14, 2015
58
3
** 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_waterworks_a3b1.vmf"

Valve Software - vbsp.exe (Dec 30 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_waterworks_a3b1.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
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...
Merged 722 detail faces...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_waterworks_a3b1.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Warning: overflowed 80 displacement corner-neighbor lists.Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (525689 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 345 texinfos to 253
Reduced 21 texdatas to 20 (513 bytes to 461)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b1.bsp
1 second elapsed

** 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" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b1"

Valve Software - vvis.exe (Dec 30 2015)
8 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b1.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b1.prt
906 portalclusters
2457 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (49)
Optimized: 1567 visible clusters (0.56%)
Total clusters visible: 282233
Average clusters visible: 311
Building PAS...
Average clusters audible: 885
visdatasize:201362 compressed from 217440
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b1.bsp
49 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -both -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_waterworks_a3b1"

Valve Software - vrad.exe SSE (Dec 30 2015)

Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b1.bsp
Setting up ray-trace acceleration structure... Done (0.80 seconds)
6717 faces
10 degenerate faces
9593694 square feet [1381491968.00 square inches]
132 Displacements
480961 Square Feet [69258456.00 Square Inches]
Stack overflow in neighbors


** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_waterworks_a3b1.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -novid -noborder -w 1920 -h 1080 +map "cp_waterworks_a3b1" -steam
 

Bogdy

L4: Comfortable Member
Aug 13, 2014
187
208
Warning: overflowed 80 displacement corner-neighbor lists.Finding lightmap sample positions...
You created too many displacements that touch each other.
 

Collaide

L2: Junior Member
Oct 14, 2015
58
3
You created too many displacements that touch each other.
Thanks a lot mate!

14 secs into a displacements vid and I think I know how to fix it. Again, thanks!

(Y'all better be hyped for my map, it's SICK)
 

Collaide

L2: Junior Member
Oct 14, 2015
58
3
I thought I fixed it, but the lighting still doesn't work.
Code:
** 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_waterworks_a3b5.vmf"

Valve Software - vbsp.exe (Dec 30 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_waterworks_a3b5.vmf
Patching WVT material: maps/cp_waterworks_a3b5/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 (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_waterworks_a3b5.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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) (171769 bytes)
Placing detail props : 0...1...2...3...4...5...6.Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
.Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
.7...8...9...10
Compacting texture/material tables...
Reduced 78 texinfos to 38
Reduced 12 texdatas to 10 (369 bytes to 267)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b5.bsp
0 seconds elapsed

** 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" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b5"

Valve Software - vvis.exe (Dec 30 2015)
8 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b5.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b5.prt
318 portalclusters
704 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 64264
Average clusters visible: 202
Building PAS...
Average clusters audible: 318
visdatasize:28101  compressed from 25440
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b5.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -both -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_waterworks_a3b5"

Valve Software - vrad.exe SSE (Dec 30 2015)

      Valve Radiosity Simulator   
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b5.bsp
Setting up ray-trace acceleration structure... Done (0.04 seconds)
1050 faces
7899484 square feet [1137525760.00 square inches]
22 Displacements
160551 Square Feet [23119354.00 Square Inches]
1050 patches before subdivision
13614 patches after subdivision
0 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 (0)
transfers 82968, max 106
transfer lists:   0.6 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0067 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 (5)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                   7/1024          336/49152    ( 0.7%)
brushes                303/8192         3636/98304    ( 3.7%)
brushsides            2527/65536       20216/524288   ( 3.9%)
planes                2214/65536       44280/1310720  ( 3.4%)
vertexes              1203/65536       14436/786432   ( 1.8%)
nodes                  987/65536       31584/2097152  ( 1.5%)
texinfos                38/12288        2736/884736   ( 0.3%)
texdata                 10/2048          320/65536    ( 0.5%)
dispinfos               22/0            3872/0        ( 0.0%)
disp_verts            1782/0           35640/0        ( 0.0%)
disp_tris             2816/0            5632/0        ( 0.0%)
disp_lmsamples      383328/0          383328/0        ( 0.0%)
faces                 1050/65536       58800/3670016  ( 1.6%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces              436/65536       24416/3670016  ( 0.7%)
leaves                 995/65536       31840/2097152  ( 1.5%)
leaffaces             1100/65536        2200/131072   ( 1.7%)
leafbrushes            917/65536        1834/131072   ( 1.4%)
areas                    2/256            16/2048     ( 0.8%)
surfedges             6016/512000      24064/2048000  ( 1.2%)
edges                 3077/256000      12308/1024000  ( 1.2%)
LDR worldlights          0/8192            0/720896   ( 0.0%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips              6/32768          60/327680   ( 0.0%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices            96/65536         192/131072   ( 0.1%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]     1565048/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]       28101/16777216 ( 0.2%)
entdata               [variable]        3019/393216   ( 0.8%)
LDR ambient table      995/65536        3980/262144   ( 1.5%)
HDR ambient table      995/65536        3980/262144   ( 1.5%)
LDR leaf ambient       462/65536       12936/1835008  ( 0.7%)
HDR leaf ambient       995/65536       27860/1835008  ( 1.5%)
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]           1/12       ( 8.3%)
static props          [variable]           1/12       ( 8.3%)
pakfile               [variable]         548/0        ( 0.0%)
physics               [variable]      171769/4194304  ( 4.1%)
physics terrain       [variable]        8812/1048576  ( 0.8%)

Level flags = 0

Total triangle count: 2172
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b5.bsp
6 seconds elapsed
Valve Software - vrad.exe SSE (Dec 30 2015)

      Valve Radiosity Simulator   
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b5.bsp
Setting up ray-trace acceleration structure... Done (0.04 seconds)
1050 faces
7899484 square feet [1137525760.00 square inches]
22 Displacements
160551 Square Feet [23119354.00 Square Inches]
1050 patches before subdivision
13614 patches after subdivision
0 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 82968, max 106
transfer lists:   0.6 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(0, 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 (5)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                   7/1024          336/49152    ( 0.7%)
brushes                303/8192         3636/98304    ( 3.7%)
brushsides            2527/65536       20216/524288   ( 3.9%)
planes                2214/65536       44280/1310720  ( 3.4%)
vertexes              1203/65536       14436/786432   ( 1.8%)
nodes                  987/65536       31584/2097152  ( 1.5%)
texinfos                38/12288        2736/884736   ( 0.3%)
texdata                 10/2048          320/65536    ( 0.5%)
dispinfos               22/0            3872/0        ( 0.0%)
disp_verts            1782/0           35640/0        ( 0.0%)
disp_tris             2816/0            5632/0        ( 0.0%)
disp_lmsamples      383328/0          383328/0        ( 0.0%)
faces                 1050/65536       58800/3670016  ( 1.6%)
hdr faces             1050/65536       58800/3670016  ( 1.6%)
origfaces              436/65536       24416/3670016  ( 0.7%)
leaves                 995/65536       31840/2097152  ( 1.5%)
leaffaces             1100/65536        2200/131072   ( 1.7%)
leafbrushes            917/65536        1834/131072   ( 1.4%)
areas                    2/256            16/2048     ( 0.8%)
surfedges             6016/512000      24064/2048000  ( 1.2%)
edges                 3077/256000      12308/1024000  ( 1.2%)
LDR worldlights          0/8192            0/720896   ( 0.0%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips              6/32768          60/327680   ( 0.0%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices            96/65536         192/131072   ( 0.1%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]     1565048/0        ( 0.0%)
HDR lightdata         [variable]     1565048/0        ( 0.0%)
visdata               [variable]       28101/16777216 ( 0.2%)
entdata               [variable]        3019/393216   ( 0.8%)
LDR ambient table      995/65536        3980/262144   ( 1.5%)
HDR ambient table      995/65536        3980/262144   ( 1.5%)
LDR leaf ambient       462/65536       12936/1835008  ( 0.7%)
HDR leaf ambient       462/65536       12936/1835008  ( 0.7%)
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]           1/12       ( 8.3%)
pakfile               [variable]         548/0        ( 0.0%)
physics               [variable]      171769/4194304  ( 4.1%)
physics terrain       [variable]        8812/1048576  ( 0.8%)

Level flags = 0

Total triangle count: 2172
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b5.bsp
6 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b5.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_waterworks_a3b5.bsp"

I ran it in the compile log checker and this is the description and solution it gave me:

Description:
One of your textures is scripted to emit detail props (the grass thingies that appear on displacements), but the detail props specified are not defined in the mod's data files.

Solution:
Usually this error is caused by mindlessly porting textures from other mods, without porting the detail props file. The fix is to either get these detail props from that other mod, or fix the texture so it emits detail props that exist in the current mod.

But will this cause lighting to disappear as well as the previous issue?
I didn't think so, so I did another compile after I had replaced the texture with a dev texture.

Code:
** 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_waterworks_a3b6.vmf"

Valve Software - vbsp.exe (Dec 30 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_waterworks_a3b6.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/cp_waterworks_a3b6/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 (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...
Merged 722 detail faces...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_waterworks_a3b6.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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) (525689 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 366 texinfos to 264
Reduced 26 texdatas to 23 (675 bytes to 521)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b6.bsp
1 second elapsed

** 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" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b6"

Valve Software - vvis.exe (Dec 30 2015)
8 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b6.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b6.prt
906 portalclusters
2457 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (47)
Optimized: 1566 visible clusters (0.55%)
Total clusters visible: 282232
Average clusters visible: 311
Building PAS...
Average clusters audible: 885
visdatasize:201362  compressed from 217440
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b6.bsp
47 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -both -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_waterworks_a3b6"

Valve Software - vrad.exe SSE (Dec 30 2015)

      Valve Radiosity Simulator   
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b6.bsp
Setting up ray-trace acceleration structure... Done (0.62 seconds)
6607 faces
10 degenerate faces
9593694 square feet [1381491968.00 square inches]
22 Displacements
160551 Square Feet [23119354.00 Square Inches]
Stack overflow in neighbors


** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b6.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_waterworks_a3b6.bsp"

I loaded up the game and the lighting still doesn't work.

The only error left is the skybox error, but I've had that for ages but the skybox and lighting have always worked.

Any help please?
 

Collaide

L2: Junior Member
Oct 14, 2015
58
3
Does "stack overflow in neighbours" mean anything? The compiler also says "10 degenerate faces".

Check if (and where) your map's got any problems with Alt+P.
Checked the Compile errors page on the dev wiki:
"<number> degenerate faces

To do: Tests show it has to do with transparent materials. Find the brush(es) and change its textures to eliminate the error."

Couldn't fix getting that error by changing the textures. Not to other transparent textures, nor other non-transparent.

8 threads [Reading texlights from 'lights.rad'] unknown light specifier type - lights
Maybe it's this error??
Does "stack overflow in neighbours" mean anything?
I have NO idea...


Really annoying not to have shadows of my map, I'll put mapping on hold until I have solved this...
 

henke37

aa
Sep 23, 2011
2,075
515
A degenerate face is a face with nonsensical geometry. Things like non closed faces, non planar ones and so on. They are really bad, since they confuse vbsp and the error just cascades into everything. The compile log should contain more lines detailing where the problems are.
 

Collaide

L2: Junior Member
Oct 14, 2015
58
3
The compile log should contain more lines detailing where the problems are.

This is the entire thing, I swear.

Code:
** 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_waterworks_a3b11.vmf"

Valve Software - vbsp.exe (Dec 30 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_waterworks_a3b11.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/cp_waterworks_a3b11/harvest/ground_to_green_grass_002_wvt_patch
Patching WVT material: maps/cp_waterworks_a3b11/dev/dev_blendmeasure_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...
Merged 524 detail faces...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_waterworks_a3b11.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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 (1) (552284 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 423 texinfos to 299
Reduced 24 texdatas to 21 (684 bytes to 528)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b11.bsp
1 second elapsed

** 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" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b11"

Valve Software - vvis.exe (Dec 30 2015)
8 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b11.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b11.prt
1002 portalclusters
2821 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (73)
Optimized: 1531 visible clusters (0.42%)
Total clusters visible: 364591
Average clusters visible: 363
Building PAS...
Average clusters audible: 982
visdatasize:243732  compressed from 256512
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b11.bsp
1 minute, 13 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -both -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_waterworks_a3b11"

Valve Software - vrad.exe SSE (Dec 30 2015)

      Valve Radiosity Simulator    
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b11.bsp
Setting up ray-trace acceleration structure... Done (0.66 seconds)
7112 faces
10 degenerate faces
9185790 square feet [1322753792.00 square inches]
22 Displacements
160551 Square Feet [23119354.00 Square Inches]
Stack overflow in neighbors


** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b11.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_waterworks_a3b11.bsp"
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
Keep in mind this doesnt have to be related to displacements at all as there are a few causes known for this:
- Too many lights in a small area touching the same face (note that i mean unnamed lights with this that are very close to each other)
- Smoothing groups containing too many faces

What i would expect is that its indeed a degenerate face and it fails to perform a subdivision step on that brush as the regular compile progress normaly would continue like this:
Code:
9659 faces
8213192 square feet [1182699648.00 square inches]
325 Displacements
278978 Square Feet [40172940.00 Square Inches]
9659 patches before subdivision
224257 patches after subdivision