Need help on a Mayann map

AdriaLOL

L1: Registered
Mar 8, 2016
39
5
Why does my map look like this? I Tried to adjust the light_env entitiy but nothing worked
 

Attachments

  • 20160513151941_1.jpg
    20160513151941_1.jpg
    92.5 KB · Views: 144

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
Post your compile log, maybe we can find something.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
This can be caused by a leak or a light entity being inside a brush somewhere. Check for both.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
This usually happens when the map has no lighting and mat_fullbright is off (which is automatically on in this case and can only be disabled in cosole).
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
This usually happens when the map has no lighting and mat_fullbright is off (which is automatically on in this case and can only be disabled in cosole).
But he says he has a light_environment, and judging by the properly lit props there are lights on this map.
 

AdriaLOL

L1: Registered
Mar 8, 2016
39
5
** Executing...
** Command: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_uxmal_a7.vmf"

Valve Software - vbsp.exe (Mar 2 2016)
4 threads
materialPath: C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_uxmal_a7.vmf
Patching WVT material: maps/koth_uxmal_a7/construction/concrete/concreteblendground001_wvt_patch
Patching WVT material: maps/koth_uxmal_a7/nature/blendgroundtocobble003_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 98 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_uxmal_a7.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_jungle_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_jungle_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_jungle_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_jungle_01 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) (143809 bytes)
Error! To use model "models/player/soldier.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/player/soldier.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 547 texinfos to 307
Reduced 14 texdatas to 11 (488 bytes to 341)
Writing C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_uxmal_a7.bsp
Wrote ZIP buffer, estimated size 1723, actual size 1375
3 seconds elapsed

** Executing...
** Command: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" -fast "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_uxmal_a7"

Valve Software - vvis.exe (Mar 2 2016)
fastvis = true
4 threads
reading c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_uxmal_a7.bsp
reading c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_uxmal_a7.prt
482 portalclusters
1584 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 4669 visible clusters (2.16%)
Total clusters visible: 216555
Average clusters visible: 449
Building PAS...
Average clusters audible: 482
visdatasize:62704 compressed from 61696
writing c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_uxmal_a7.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" -noextra "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_uxmal_a7"

Valve Software - vrad.exe SSE (Mar 2 2016)

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

[56 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_uxmal_a7.bsp
Setting up ray-trace acceleration structure... Done (0.63 seconds)
2488 faces
965955 square feet [139097600.00 square inches]
31 Displacements
99044 Square Feet [14262424.00 Square Inches]
2488 patches before subdivision
zero area child patch
59190 patches after subdivision
sun extent from map=0.121869
4 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (7)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (10)
transfers 3623337, max 531
transfer lists: 27.6 megs
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Build Patch/Sample Hash Table(s).....Done<0.0377 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
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 14/1024 672/49152 ( 1.4%)
brushes 391/8192 4692/98304 ( 4.8%)
brushsides 2791/65536 22328/524288 ( 4.3%)
planes 1938/65536 38760/1310720 ( 3.0%)
vertexes 3476/65536 41712/786432 ( 5.3%)
nodes 1088/65536 34816/2097152 ( 1.7%)
texinfos 307/12288 22104/884736 ( 2.5%)
texdata 11/2048 352/65536 ( 0.5%)
dispinfos 31/0 5456/0 ( 0.0%)
disp_verts 2511/0 50220/0 ( 0.0%)
disp_tris 3968/0 7936/0 ( 0.0%)
disp_lmsamples 190640/0 190640/0 ( 0.0%)
faces 2488/65536 139328/3670016 ( 3.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1584/65536 88704/3670016 ( 2.4%)
leaves 1103/65536 35296/2097152 ( 1.7%)
leaffaces 3134/65536 6268/131072 ( 4.8%)
leafbrushes 914/65536 1828/131072 ( 1.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 18113/512000 72452/2048000 ( 3.5%)
edges 10103/256000 40412/1024000 ( 3.9%)
LDR worldlights 4/8192 352/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 254/32768 2540/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4029/65536 8058/131072 ( 6.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2174624/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 62704/16777216 ( 0.4%)
entdata [variable] 14418/393216 ( 3.7%)
LDR ambient table 1103/65536 4412/262144 ( 1.7%)
HDR ambient table 1103/65536 4412/262144 ( 1.7%)
LDR leaf ambient 5603/65536 156884/1835008 ( 8.5%)
HDR leaf ambient 1103/65536 30884/1835008 ( 1.7%)
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] 1/7260 ( 0.0%)
pakfile [variable] 1375/0 ( 0.0%)
physics [variable] 143809/4194304 ( 3.4%)
physics terrain [variable] 1589/1048576 ( 0.2%)

Level flags = 0

Total triangle count: 6851
Writing c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_uxmal_a7.bsp
33 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_uxmal_a7.bsp" "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_uxmal_a7.bsp"
 

Attachments

  • Captura de pantalla (13).png
    Captura de pantalla (13).png
    1.3 MB · Views: 125

AdriaLOL

L1: Registered
Mar 8, 2016
39
5
** Executing...
** Command: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_uxmal_a7.vmf"

Valve Software - vbsp.exe (Mar 2 2016)
4 threads
materialPath: C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_uxmal_a7.vmf
Patching WVT material: maps/koth_uxmal_a7/construction/concrete/concreteblendground001_wvt_patch
Patching WVT material: maps/koth_uxmal_a7/nature/blendgroundtocobble003_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 98 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_uxmal_a7.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_jungle_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_jungle_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_jungle_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_jungle_01 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) (143809 bytes)
Error! To use model "models/player/soldier.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/player/soldier.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 547 texinfos to 307
Reduced 14 texdatas to 11 (488 bytes to 341)
Writing C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_uxmal_a7.bsp
Wrote ZIP buffer, estimated size 1723, actual size 1375
3 seconds elapsed

** Executing...
** Command: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" -fast "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_uxmal_a7"

Valve Software - vvis.exe (Mar 2 2016)
fastvis = true
4 threads
reading c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_uxmal_a7.bsp
reading c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_uxmal_a7.prt
482 portalclusters
1584 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 4669 visible clusters (2.16%)
Total clusters visible: 216555
Average clusters visible: 449
Building PAS...
Average clusters audible: 482
visdatasize:62704 compressed from 61696
writing c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_uxmal_a7.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" -noextra "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_uxmal_a7"

Valve Software - vrad.exe SSE (Mar 2 2016)

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

[56 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_uxmal_a7.bsp
Setting up ray-trace acceleration structure... Done (0.63 seconds)
2488 faces
965955 square feet [139097600.00 square inches]
31 Displacements
99044 Square Feet [14262424.00 Square Inches]
2488 patches before subdivision
zero area child patch
59190 patches after subdivision
sun extent from map=0.121869
4 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (7)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (10)
transfers 3623337, max 531
transfer lists: 27.6 megs
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Build Patch/Sample Hash Table(s).....Done<0.0377 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
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 14/1024 672/49152 ( 1.4%)
brushes 391/8192 4692/98304 ( 4.8%)
brushsides 2791/65536 22328/524288 ( 4.3%)
planes 1938/65536 38760/1310720 ( 3.0%)
vertexes 3476/65536 41712/786432 ( 5.3%)
nodes 1088/65536 34816/2097152 ( 1.7%)
texinfos 307/12288 22104/884736 ( 2.5%)
texdata 11/2048 352/65536 ( 0.5%)
dispinfos 31/0 5456/0 ( 0.0%)
disp_verts 2511/0 50220/0 ( 0.0%)
disp_tris 3968/0 7936/0 ( 0.0%)
disp_lmsamples 190640/0 190640/0 ( 0.0%)
faces 2488/65536 139328/3670016 ( 3.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1584/65536 88704/3670016 ( 2.4%)
leaves 1103/65536 35296/2097152 ( 1.7%)
leaffaces 3134/65536 6268/131072 ( 4.8%)
leafbrushes 914/65536 1828/131072 ( 1.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 18113/512000 72452/2048000 ( 3.5%)
edges 10103/256000 40412/1024000 ( 3.9%)
LDR worldlights 4/8192 352/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 254/32768 2540/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4029/65536 8058/131072 ( 6.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2174624/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 62704/16777216 ( 0.4%)
entdata [variable] 14418/393216 ( 3.7%)
LDR ambient table 1103/65536 4412/262144 ( 1.7%)
HDR ambient table 1103/65536 4412/262144 ( 1.7%)
LDR leaf ambient 5603/65536 156884/1835008 ( 8.5%)
HDR leaf ambient 1103/65536 30884/1835008 ( 1.7%)
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] 1/7260 ( 0.0%)
pakfile [variable] 1375/0 ( 0.0%)
physics [variable] 143809/4194304 ( 3.4%)
physics terrain [variable] 1589/1048576 ( 0.2%)

Level flags = 0

Total triangle count: 6851
Writing c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_uxmal_a7.bsp
33 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_uxmal_a7.bsp" "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_uxmal_a7.bsp"

I noticed the zero area child patch thing
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
I reckon you somehow did something wrong with the env_light which caused that.
 

PyroDevil

L3: Member
Sep 19, 2014
123
141
Make sure that any lights you have in your map are not inside any brushes, if it isn't that, it may be because of a certain brush. You'll have to locate it using the cordon tool. :cordonenable: I've had this error happen to me way too many times.
 

AdriaLOL

L1: Registered
Mar 8, 2016
39
5
I tried everything you guys said, so here is my vmf
 

Attachments

  • koth_uxmal_a7.vmf
    983.4 KB · Views: 66

Freyja

aa
Jul 31, 2009
2,994
5,813
When I've experienced this bug it's because the map origin (the 0,0,0 point of your map) is within solid geometry. Try moving your entire map so it's in empty space and recompile.
 

AdriaLOL

L1: Registered
Mar 8, 2016
39
5
When I've experienced this bug it's because the map origin (the 0,0,0 point of your map) is within solid geometry. Try moving your entire map so it's in empty space and recompile.
It worked! Thanks Freyja :D