My Map is in Fullbright ?

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beute^

L1: Registered
Aug 22, 2016
30
0
Im making a Frontline! Payload version of ctf_2fort.I added just the Traintracks right now, but when i compile my map it is in Fullbright and the spawn door has a distorted wooden like texture. I dont have any idea how to fix this. I searched around the internet but found nothing. I think it is something with my Compile option, maybe i have chosen a wrong one.
 

beute^

L1: Registered
Aug 22, 2016
30
0
im using the VMF version of ctf_2fort. So probably there is a light entity because it is of course a premade map by valve.
 

beute^

L1: Registered
Aug 22, 2016
30
0
it seems theres no Leak. i clicked on load point file and brought up a explorer which means there is no point file. As i said im editing a pre-made map from Valve, so i think theres no Leak. I think its something with my Compile options.maybe they are wrong.
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
Note that when maps get decompiled, some things don't get transferred back to the VMF. There is a possibility that the light entities weren't transferred over when decompiled. At the top of Hammer, click Map > Entity Report. Check "by class" and type in "light_environment". Way a couple seconds, and if an entity comes up then it should be okay, but if not then that's probably the reason you are in full bright.
 

beute^

L1: Registered
Aug 22, 2016
30
0
nope i have a light_environment in my map. Im 100% sure its something with my Compile options. i probably fucked them up.
 

beute^

L1: Registered
Aug 22, 2016
30
0
** Executing...
** Command: "D:\Games\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Games\Steam\steamapps\common\Team Fortress 2\tf" "D:\Source SDK\payload2fort v2.vmf"

Valve Software - vbsp.exe (Jun 27 2016)
8 threads
materialPath: D:\Games\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading D:\Source SDK\payload2fort v2.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Brush 28206, Side 5: duplicate plane
Brush 28271, Side 4: duplicate plane
Brush 28280, Side 4: duplicate plane
Patching WVT material: maps/payload2fort v2/nature/blendgroundtogravel001_wvt_patch
Patching WVT material: maps/payload2fort v2/nature/blendgroundtograss001_wvt_patch
Patching WVT material: maps/payload2fort v2/nature/blendgroundtograss003_nodetail_wvt_patch
Patching WVT material: maps/payload2fort v2/nature/blendgroundtograss003_wvt_patch
fixing up env_cubemap materials on brush sides...

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-319.5 -840.0 334.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 28264: Brush 28310:

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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1422 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing D:\Source SDK\payload2fort v2.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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (1) (4404427 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 7178 texinfos to 5687
Reduced 332 texdatas to 300 (12268 bytes to 10899)
Writing D:\Source SDK\payload2fort v2.bsp
Wrote ZIP buffer, estimated size 73411, actual size 53499
13 seconds elapsed
-0.279400 -2.044524 0.000000
0.355600 -1.986289 0.000000
0.355600 -2.044524 0.000000
-0.355600 -2.044524 0.000000
make_triangles:calc_triangle_representation: Cannot convert
-0.279400 -2.044524 0.000000
0.355600 -1.986289 0.000000
0.355600 -2.044524 0.000000
-0.355600 -2.044524 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "D:\Games\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Games\Steam\steamapps\common\Team Fortress 2\tf" "D:\Source SDK\payload2fort v2"

Valve Software - vvis.exe (Jun 27 2016)
8 threads
reading d:\source sdk\payload2fort v2.bsp
reading d:\source sdk\payload2fort v2.prt
2842 portalclusters
7338 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 (154)
Optimized: 6035 visible clusters (0.80%)
Total clusters visible: 750270
Average clusters visible: 263
Building PAS...
Average clusters audible: 953
visdatasize:867196 compressed from 2046240
writing d:\source sdk\payload2fort v2.bsp
2 minutes, 36 seconds elapsed

** Executing...
** Command: "D:\Games\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\Games\Steam\steamapps\common\Team Fortress 2\tf" "D:\Source SDK\payload2fort v2"

Valve Software - vrad.exe SSE (Jun 27 2016)

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

[56 texlights parsed from 'lights.rad']

Loading d:\source sdk\payload2fort v2.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure... Done (6.13 seconds)
16155 faces
22 degenerate faces
1972090 square feet [283980992.00 square inches]
232 Displacements
169872 Square Feet [24461706.00 Square Inches]
16133 patches before subdivision
246445 patches after subdivision
sun extent from map=0.008727
1857 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (70)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (18)
transfers 23083167, max 637
transfer lists: 176.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1066223, 858477, 697737)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(287803, 213296, 161226)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(109637, 77373, 54457)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(46131, 30429, 19535)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(21684, 13336, 7805)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(10510, 5939, 3144)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(5269, 2728, 1305)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(2672, 1260, 544)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(1371, 588, 229)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(707, 275, 97)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(367, 130, 41)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(191, 61, 18)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(100, 29, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(52, 14, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(27, 6, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(14, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(8, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(4, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #19 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #21 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0576 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
1305 of 1567 (83% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (60)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 148/1024 7104/49152 (14.5%)
brushes 5672/8192 68064/98304 (69.2%)
brushsides 40193/65536 321544/524288 (61.3%)
planes 16048/65536 320960/1310720 (24.5%)
vertexes 29259/65536 351108/786432 (44.6%)
nodes 8026/65536 256832/2097152 (12.2%)
texinfos 5687/12288 409464/884736 (46.3%)
texdata 300/2048 9600/65536 (14.6%)
dispinfos 232/0 40832/0 ( 0.0%)
disp_verts 13768/0 275360/0 ( 0.0%)
disp_tris 21248/0 42496/0 ( 0.0%)
disp_lmsamples 522979/0 522979/0 ( 0.0%)
faces 16155/65536 904680/3670016 (24.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 11266/65536 630896/3670016 (17.2%)
leaves 8175/65536 261600/2097152 (12.5%)
leaffaces 20988/65536 41976/131072 (32.0%)
leafbrushes 14539/65536 29078/131072 (22.2%)
areas 20/256 160/2048 ( 7.8%)
surfedges 123735/512000 494940/2048000 (24.2%)
edges 78003/256000 312012/1024000 (30.5%)
LDR worldlights 1857/8192 163416/720896 (22.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 3/32768 36/393216 ( 0.0%)
waterstrips 1791/32768 17910/327680 ( 5.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 33354/65536 66708/131072 (50.9%)
cubemapsamples 87/1024 1392/16384 ( 8.5%)
overlays 237/512 83424/180224 (46.3%)
LDR lightdata [variable] 9618216/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 867196/16777216 ( 5.2%)
entdata [variable] 316531/393216 (80.5%) VERY FULL!
LDR ambient table 8175/65536 32700/262144 (12.5%)
HDR ambient table 8175/65536 32700/262144 (12.5%)
LDR leaf ambient 34435/65536 964180/1835008 (52.5%)
HDR leaf ambient 8175/65536 228900/1835008 (12.5%)
occluders 13/0 520/0 ( 0.0%)
occluder polygons 3/0 36/0 ( 0.0%)
occluder vert ind 12/0 48/0 ( 0.0%)
detail props [variable] 1/85796 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/215962 ( 0.0%)
pakfile [variable] 53499/0 ( 0.0%)
physics [variable] 4404427/4194304 (105.0%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 46508
Writing d:\source sdk\payload2fort v2.bsp
2 minutes, 45 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Source SDK\payload2fort v2.bsp" "D:\Games\Steam\steamapps\common\Team Fortress 2\tf\maps\payload2fort v2.bsp"


** Executing...
** Command: "D:\Games\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "D:\Games\Steam\steamapps\common\Team Fortress 2\tf" +map "payload2fort v2" -steam
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
Code:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-319.5 -840.0 334.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 28264: Brush 28310:

That's probably the issue. Normally this is caused by a leak, but it doesn't say there's a leak so your next best hope is to remake the brush(es) mentioned here.
 

beute^

L1: Registered
Aug 22, 2016
30
0
the coordinates are at BLU spawn where the snipers mostly are camping. I have no idea what i should do.uggghhh mapping is so hard.
 

Another Bad Pun

In the shadows, he saw four eyes lit by fire
aa
Jan 15, 2011
801
1,845
Decompiled maps occasionally have broken brushes that can break the map and it looks like that was your problem.
Just delete the offending brushes (brushes are the term for hammer's blocks) and remake them.
If you want to hide the hints and clips for a short time then go down to the right of the screen where you see "visgroups." Uncheck the hint boxes and all of the hints should disappear. Visgroups are extremely useful and can remove far more than just hints (which you can probably see) and you can even create your own.
IMPORTANT
You need to un-hide all of your visgroups before you compile or they will not be compiled with the map. So if you hide those hints and then compile without checking that box again they won't be present in the final compile.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
Alt-P to show map errors which contains report about invalid brushes? Once you click the invalid brush report, it selects the bad brush automatically so you can see which one is it.
 
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