Parts of map dissapering in game

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[FT] Andy

L1: Registered
Jul 9, 2008
38
0
Basically, dependant on where i stand, some areas of my map dont render:
cp_defcon_b3b0001.jpg


then i take a few steps back:
cp_defcon_b3b0003.jpg


and from another angle:
cp_defcon_b3b0004.jpg


There are no leaks showing in the compile log, there arent any area portals in this area either. I also havent tied any entities to any of the brushes.

This doesnt happen in any other part of the map.
Once this is fixed i plan on posting a WIP, so any help would be great :)
 

Jazz

L5: Dapper Member
Mar 9, 2008
240
23
I had this problem not too long ago and I solved it by using hint brushes in front of the disappearing areas or any other complex-geometry places.
 

[FT] Andy

L1: Registered
Jul 9, 2008
38
0
THe only error it picked up was the skybox error, which you can ignore right?

2 threads
materialPath: c:\program files\steam\steamapps\ukandyl17\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\ukandyl17\sourcesdk_content\tf\mapsrc\cp_defcon_b3b.vmf
Patching WVT material: maps/cp_defcon_b3b/nature/blendgroundtogravel004_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 370 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\steamapps\ukandyl17\sourcesdk_content\tf\mapsrc\cp_defcon_b3b.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_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) (488169 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3186 texinfos to 2034
Reduced 76 texdatas to 70 (1854 bytes to 1720)
Writing C:\Program Files\Steam\steamapps\ukandyl17\sourcesdk_content\tf\mapsrc\cp_defcon_b3b.bsp


** Executing...
** Command: "c:\program files\steam\steamapps\ukandyl17\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\ukandyl17\team fortress 2\tf" "C:\Program Files\Steam\steamapps\ukandyl17\sourcesdk_content\tf\mapsrc\cp_defcon_b3b"

Valve Software - vvis.exe (Mar 11 2008)
2 threads
reading c:\program files\steam\steamapps\ukandyl17\sourcesdk_content\tf\mapsrc\cp_defcon_b3b.bsp
reading c:\program files\steam\steamapps\ukandyl17\sourcesdk_content\tf\mapsrc\cp_defcon_b3b.prt
1648 portalclusters
4628 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (82)
Optimized: 3212 visible clusters (0.00%)
Total clusters visible: 323236
Average clusters visible: 196
Building PAS...
Average clusters audible: 748
visdatasize:495666 compressed from 685568
writing c:\program files\steam\steamapps\ukandyl17\sourcesdk_content\tf\mapsrc\cp_defcon_b3b.bsp
1 minute, 23 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\ukandyl17\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\ukandyl17\team fortress 2\tf" "C:\Program Files\Steam\steamapps\ukandyl17\sourcesdk_content\tf\mapsrc\cp_defcon_b3b"

Valve Software - vrad.exe SSE (Mar 11 2008)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\ukandyl17\sourcesdk_content\tf\mapsrc\cp_defcon_b3b.bsp
Setting up ray-trace acceleration structure... Done (2.26 seconds)
7831 faces
2032842 square feet [292729344.00 square inches]
11 Displacements
2616 Square Feet [376710.34 Square Inches]
7831 patches before subdivision
166175 patches after subdivision
sun extent from map=0.087156
sun extent from map=0.000000
80 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (45)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (26)
transfers 12923292, max 455
transfer lists: 98.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1680203, 653591, 296257)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(356062, 72293, 28894)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(93289, 11935, 5026)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(27373, 2412, 1238)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(9181, 628, 388)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(3643, 191, 137)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(1557, 65, 51)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(800, 23, 20)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(399, 9, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(239, 3, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(128, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(83, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(46, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(31, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #15 added RGB(17, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(12, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(7, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #18 added RGB(5, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #20 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #21 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #22 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0896 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (12)
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 (27)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 35/1024 1680/49152 ( 3.4%)
brushes 1354/8192 16248/98304 (16.5%)
brushsides 8979/65536 71832/524288 (13.7%)
planes 4390/65536 87800/1310720 ( 6.7%)
vertexes 12289/65536 147468/786432 (18.8%)
nodes 3902/65536 124864/2097152 ( 6.0%)
texinfos 2034/12288 146448/884736 (16.6%)
texdata 70/2048 2240/65536 ( 3.4%)
dispinfos 11/0 1936/0 ( 0.0%)
disp_verts 2971/0 59420/0 ( 0.0%)
disp_tris 5248/0 10496/0 ( 0.0%)
disp_lmsamples 8243/0 8243/0 ( 0.0%)
faces 7831/65536 438536/3670016 (11.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4463/65536 249928/3670016 ( 6.8%)
leaves 3938/65536 126016/2097152 ( 6.0%)
leaffaces 9974/65536 19948/131072 (15.2%)
leafbrushes 3424/65536 6848/131072 ( 5.2%)
areas 4/256 32/2048 ( 1.6%)
surfedges 56678/512000 226712/2048000 (11.1%)
edges 33760/256000 135040/1024000 (13.2%)
LDR worldlights 79/8192 6952/720896 ( 1.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 979/32768 9790/327680 ( 3.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 16617/65536 33234/131072 (25.4%)
cubemapsamples 4/1024 64/16384 ( 0.4%)
overlays 41/512 14432/180224 ( 8.0%)
LDR lightdata [variable] 8502648/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 495666/16777216 ( 3.0%)
entdata [variable] 45644/393216 (11.6%)
LDR ambient table 3938/65536 15752/262144 ( 6.0%)
HDR ambient table 3938/65536 15752/262144 ( 6.0%)
LDR leaf ambient 20539/65536 575092/1835008 (31.3%)
HDR leaf ambient 3938/65536 110264/1835008 ( 6.0%)
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] 1/29052 ( 0.0%)
pakfile [variable] 3689/0 ( 0.0%)
physics [variable] 488169/4194304 (11.6%)
physics terrain [variable] 5577/1048576 ( 0.5%)

Level flags = 0

Total triangle count: 23237
Writing c:\program files\steam\steamapps\ukandyl17\sourcesdk_content\tf\mapsrc\cp_defcon_b3b.bsp
2 minutes, 5 seconds elapsed


** Executing...
** Command: Copy File
 

Altaco

L420: High Member
Jul 3, 2008
484
120
I had something like this once, it seems like it's just an error with vvis, try adding a hint or two and recompiling (or removing hints if you have any around there).
 

[FT] Andy

L1: Registered
Jul 9, 2008
38
0
I've managed to fix it. It was to do with the brush that i had used the vertex tool on, the one that goes across the entrance and slopes down a bit.

Thanks everyone for all the quick responses to :)
 

Altaco

L420: High Member
Jul 3, 2008
484
120
[FT] Andy;38185 said:
I've managed to fix it. It was to do with the brush that i had used the vertex tool on, the one that goes across the entrance and slopes down a bit.

Thanks everyone for all the quick responses to :)

Ah, that would make sense. An invalid brush could screw up vvis. Typically it's good to run the problem checker (alt+p) before compiling.