All brushes are black! Please help! (FIXED, THANK YOU!)

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ComradeRoffel

L2: Junior Member
Apr 7, 2017
60
14
I think i don't have any leaks, the black brushes only show up in-game.

console:


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\tf\maps\project_teach_safewen_mvm.vmf"

Valve Software - vbsp.exe (Jun 14 2017)
4 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\tf\maps\project_teach_safewen_mvm.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/project_teach_safewen_mvm/cp_sunshine/nature/blendrocktograss001_wvt_patch
Patching WVT material: maps/project_teach_safewen_mvm/mayan_beach/nature/island_grass_to_dirt01_wvt_patch
Patching WVT material: maps/project_teach_safewen_mvm/cp_mountainlab/nature/blendrocktograss002_wvt_patch
Patching WVT material: maps/project_teach_safewen_mvm/winter/blendgrasstograss002_wvt_patch
Patching WVT material: maps/project_teach_safewen_mvm/nature/blendgroundtograss009_nodetail_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (5)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1615.7 -89.8 -7.0)
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 96063:

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (3)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3567.5 618.7 -283.1)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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 79570:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3567.3 585.8 -250.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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 79570:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1886.5 52.9 519.5)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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 96090:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1963.0 -254.8 131.5)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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 120035:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1975.0 -266.9 329.0)
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 120036:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1975.0 -266.9 -599.5)
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 120036:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2669.6 -1059.1 -412.9)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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 80208:

*** Suppressing further FindPortalSide errors.... ***
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 (1)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\project_teach_safewen_mvm.prt...Building visibility clusters...
done (1)
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
Building Physics collision data...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (1) (2201047 bytes)
Static prop models/props_mayan/detail_blocks/wall_stone_large01.mdl outside the map (-1036.00, -798.00, -14.00)
Static prop models/props_mayan/detail_blocks/wall_stone_large01.mdl outside the map (-1038.00, -922.00, -14.00)
Static prop models/props_mayan/detail_blocks/wall_stone_large01.mdl outside the map (-1044.00, -550.00, -14.00)
Static prop models/props_mayan/detail_blocks/wall_stone_large01.mdl outside the map (-1042.00, -676.00, -14.00)
Static prop models/props_mayan/detail_blocks/wall_stone_large01.mdl outside the map (-1040.00, -800.00, -14.00)
Static prop models/props_mayan/stairs/top_slab_256a.mdl outside the map (-910.00, -988.00, 46.00)
Placing detail props : 0...1...2...3...4...5...6...7...8...9Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
.Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
..10
Compacting texture/material tables...
Reduced 3119 texinfos to 2287
Reduced 68 texdatas to 57 (2091 bytes to 1752)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\project_teach_safewen_mvm.bsp
Wrote ZIP buffer, estimated size 218236, actual size 216280
24 seconds elapsed
  0.699576 -0.496815 0.000000
  0.671001 -0.038100 0.000000
  0.699576 -0.038100 0.000000
  0.699576 -0.980015 0.000000
make_triangles:calc_triangle_representation: Cannot convert
  0.699576 -0.496815 0.000000
  0.671001 -0.038100 0.000000
  0.699576 -0.038100 0.000000
  0.699576 -0.980015 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** 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\tf\maps\project_teach_safewen_mvm"

Valve Software - vvis.exe (Jun 14 2017)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\project_teach_safewen_mvm.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\project_teach_safewen_mvm.prt
6025 portalclusters
23425 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (89)
Optimized: 1828366 visible clusters (6.09%)
Total clusters visible: 30025888
Average clusters visible: 4983
Building PAS...
Average clusters audible: 6002
visdatasize:8830095  compressed from 9158000
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\project_teach_safewen_mvm.bsp
1 minute, 43 seconds elapsed

** 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" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\project_teach_safewen_mvm"

Valve Software - vrad.exe SSE (Jun 14 2017)

      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 (x86)\steam\steamapps\common\team fortress 2\tf\maps\project_teach_safewen_mvm.bsp
Setting up ray-trace acceleration structure... Done (7.58 seconds)
15629 faces
57 degenerate faces
5726261 square feet [824581632.00 square inches]
136 Displacements
658175 Square Feet [94777248.00 Square Inches]
15572 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
131492 patches after subdivision
sun extent from map=0.008727
45 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (64)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (177)
transfers 20438545, max 3650
transfer lists: 155.9 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(nan, nan, nan)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(nan, nan, nan)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #3 added RGB(nan, nan, nan)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(nan, nan, nan)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(nan, nan, nan)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #6 added RGB(nan, nan, nan)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(nan, nan, nan)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(nan, nan, nan)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #9 added RGB(nan, nan, nan)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(nan, nan, nan)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(nan, nan, nan)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #12 added RGB(nan, nan, nan)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added RGB(nan, nan, nan)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #14 added RGB(nan, nan, nan)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #15 added RGB(nan, nan, nan)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #16 added RGB(nan, nan, nan)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #17 added RGB(nan, nan, nan)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #18 added RGB(nan, nan, nan)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #19 added RGB(nan, nan, nan)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #20 added RGB(nan, nan, nan)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #21 added RGB(nan, nan, nan)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #22 added RGB(nan, nan, nan)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #23 added RGB(nan, nan, nan)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #24 added RGB(nan, nan, nan)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #25 added RGB(nan, nan, nan)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #26 added RGB(nan, nan, nan)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #27 added RGB(nan, nan, nan)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #28 added RGB(nan, nan, nan)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #29 added RGB(nan, nan, nan)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #30 added RGB(nan, nan, nan)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #31 added RGB(nan, nan, nan)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #32 added RGB(nan, nan, nan)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #33 added RGB(nan, nan, nan)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #34 added RGB(nan, nan, nan)
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Build Patch/Sample Hash Table(s).....Done<0.0819 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (21)
FinalLightFace Done
2 of 6 (33% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (53)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  31/1024         1488/49152    ( 3.0%)
brushes               1920/8192        23040/98304    (23.4%)
brushsides           25440/65536      203520/524288   (38.8%)
planes               33668/65536      673360/1310720  (51.4%)
vertexes             24570/65536      294840/786432   (37.5%)
nodes                12308/65536      393856/2097152  (18.8%)
texinfos              2287/12288      164664/884736   (18.6%)
texdata                 57/2048         1824/65536    ( 2.8%)
dispinfos              136/0           23936/0        ( 0.0%)
disp_verts            8152/0          163040/0        ( 0.0%)
disp_tris            12992/0           25984/0        ( 0.0%)
disp_lmsamples      720801/0          720801/0        ( 0.0%)
faces                15629/65536      875224/3670016  (23.8%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces             5670/65536      317520/3670016  ( 8.7%)
leaves               12340/65536      394880/2097152  (18.8%)
leaffaces            17275/65536       34550/131072   (26.4%)
leafbrushes          11877/65536       23754/131072   (18.1%)
areas                    3/256            24/2048     ( 1.2%)
surfedges            99379/512000     397516/2048000  (19.4%)
edges                53929/256000     215716/1024000  (21.1%)
LDR worldlights         45/8192         3960/720896   ( 0.5%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            1/32768          12/393216   ( 0.0%)
waterstrips           1871/32768       18710/327680   ( 5.7%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         28638/65536       57276/131072   (43.7%)
cubemapsamples           1/1024           16/16384    ( 0.1%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]     8222468/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]     8830095/16777216 (52.6%)
entdata               [variable]      100957/393216   (25.7%)
LDR ambient table    12340/65536       49360/262144   (18.8%)
HDR ambient table    12340/65536       49360/262144   (18.8%)
LDR leaf ambient     44821/65536     1254988/1835008  (68.4%)
HDR leaf ambient     12340/65536      345520/1835008  (18.8%)
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]           1/29636    ( 0.0%)
pakfile               [variable]      216280/0        ( 0.0%)
physics               [variable]     2201047/4194304  (52.5%)
physics terrain       [variable]           0/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 45459
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\project_teach_safewen_mvm.bsp
5 minutes, 57 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\project_teach_safewen_mvm.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\project_teach_safewen_mvm.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"  +map "project_teach_safewen_mvm" -steam
 
Solution
This is only a minor issue for compiling but you probably are using displacements incorrectly. When you create displacements, only select the face that is supposed to be a displacement. When you select all sides of the brush when turning it into displacements then you have a couple of unneeded dispacement faces, which cause minor lighting error. To remove the unneeded displacement faces, select only those in the texture tool, go to displacement tap and click "destroy". Those face then simply disappear.
Yes, the problem was indeed the displacements. It works perfectly now, THANK YOU SO MUCH!!! :p;):)

ComradeRoffel

L2: Junior Member
Apr 7, 2017
60
14
Since i am new to mapping, please answer while giving a clear description on what it is and how to solve it.

Thanks! ;)
 

ComradeRoffel

L2: Junior Member
Apr 7, 2017
60
14
All entities seem to be fine, i do have a skybox with light_environment which looks okay in-game. Also the water i made is fine
 

Infomaniac

L6: Sharp Member
Nov 29, 2015
374
207
-findportalside: couldn't find a good match for which brush to assign to a portal near (1615.7 -89.8 -7.0)

-material mayan_beach/nature/island_grass_to_dirt01 uses unknown detail object type tf_forest_grass!

-static prop models/props_mayan/detail_blocks/wall_stone_large01.mdl outside the map (-1036.00, -798.00, -14.00)

-make_triangles:calc_triangle_representation: cannot convert

Found these lovely errors in the log checker.



 

ComradeRoffel

L2: Junior Member
Apr 7, 2017
60
14
-findportalside: couldn't find a good match for which brush to assign to a portal near (1615.7 -89.8 -7.0)

-material mayan_beach/nature/island_grass_to_dirt01 uses unknown detail object type tf_forest_grass!

-static prop models/props_mayan/detail_blocks/wall_stone_large01.mdl outside the map (-1036.00, -798.00, -14.00)

-make_triangles:calc_triangle_representation: cannot convert

Found these lovely errors in the log checker.


How can i fix it?
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
If it isn't a leak, first one could be a invalid solid structure, check for 'em with alt+p. iirc second one uses custom sprites that came with the pack, I don't remember it's name though. Third means one of your prop's bounding boxes is sticking out to the void, look for the coordinates and fix it. Fourth one, probably invalid solid structure as well.
 
Mar 23, 2013
1,013
347
This is only a minor issue for compiling but you probably are using displacements incorrectly. When you create displacements, only select the face that is supposed to be a displacement. When you select all sides of the brush when turning it into displacements then you have a couple of unneeded dispacement faces, which cause minor lighting error. To remove the unneeded displacement faces, select only those in the texture tool, go to displacement tap and click "destroy". Those face then simply disappear.
 

ComradeRoffel

L2: Junior Member
Apr 7, 2017
60
14
If it isn't a leak, first one could be a invalid solid structure, check for 'em with alt+p. iirc second one uses custom sprites that came with the pack, I don't remember it's name though. Third means one of your prop's bounding boxes is sticking out to the void, look for the coordinates and fix it. Fourth one, probably invalid solid structure as well.
I opened the error menu using alt+p and it only said the ''missing player_spawn and etity (logic_relay) has bad I/0 connections. No idea what that means tho
 

ComradeRoffel

L2: Junior Member
Apr 7, 2017
60
14
This is only a minor issue for compiling but you probably are using displacements incorrectly. When you create displacements, only select the face that is supposed to be a displacement. When you select all sides of the brush when turning it into displacements then you have a couple of unneeded dispacement faces, which cause minor lighting error. To remove the unneeded displacement faces, select only those in the texture tool, go to displacement tap and click "destroy". Those face then simply disappear.
Is there a way to bypass that? I do not want it happening again
 

ComradeRoffel

L2: Junior Member
Apr 7, 2017
60
14
This is only a minor issue for compiling but you probably are using displacements incorrectly. When you create displacements, only select the face that is supposed to be a displacement. When you select all sides of the brush when turning it into displacements then you have a couple of unneeded dispacement faces, which cause minor lighting error. To remove the unneeded displacement faces, select only those in the texture tool, go to displacement tap and click "destroy". Those face then simply disappear.
Decompiling now, lets see if you where right
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
I opened the error menu using alt+p and it only said the ''missing player_spawn and etity (logic_relay) has bad I/0 connections. No idea what that means tho
1st you can ignore. Bad I/O means that the inputs inside one of your entities refers to something invalid (marked with red).
 
Mar 23, 2013
1,013
347
I opened the error menu using alt+p and it only said the ''missing player_spawn and etity (logic_relay) has bad I/0 connections. No idea what that means tho

No important errors that the issue tracker can detect. Missing player start is a left over from half life, ignore that. Bad I/O is just some logic input being used incorrectly but its not a huge issue.

Anyway, this website: http://www.interlopers.net/errors/ is more handy to check for errors by pasting your log. You might have a leak, a borked model, or a borked brush. Also you are compiling with fast vis which I dont recommend and it's only like 15% fast so not worth it imo.

From the three possible errors, I assume you have a leak, load your point file and fix it.

If you are certain that there is no leak by not being anle to load a pointfile, use the cordon tool :cordonenable::cordonedit: to compile parts of your map until you can track down the area the issue is coming from. It might be a weird looking brush but rarely can be caused by a prop too.

Decompiling now, lets see if you where right

Uh, decompiling what?
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
I'm not seeing any leak errors. In my experience, FindPortalSide errors tend to occur when you have geometry that's so complex that the compiler is getting confused. Go to the co-ordinates it gives you and try fiddling with (or even remaking entirely) the brushes in that area
 

ComradeRoffel

L2: Junior Member
Apr 7, 2017
60
14
No important errors that the issue tracker can detect. Missing player start is a left over from half life, ignore that. Bad I/O is just some logic input being used incorrectly but its not a huge issue.

Anyway, this website: http://www.interlopers.net/errors/ is more handy to check for errors by pasting your log. You might have a leak, a borked model, or a borked brush. Also you are compiling with fast vis which I dont recommend and it's only like 15% fast so not worth it imo.

From the three possible errors, I assume you have a leak, load your point file and fix it.

If you are certain that there is no leak by not being anle to load a pointfile, use the cordon tool :cordonenable::cordonedit: to compile parts of your map until you can track down the area the issue is coming from. It might be a weird looking brush but rarely can be caused by a prop too.



Uh, decompiling what?
For some reason my crappy laptop can't decompile when it's not in fast vis. Which is why is use it
 
Mar 23, 2013
1,013
347
oh you mean just compiling. "decompile" is reversing a compiled map to a vmf which you aren't doing.

You should get vis to work on fast, or it its a major optimization issues. if the compiler freezes, let it be. It's still compiling. However this is probably not the cause of the black brushes problem.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Is the origin of your world located within a brush face? I've had similar problems with brush faces appearing completely dark, and the problem was alleviated when I shifted the world so that the origin wasn't in a brush face.

Also, compiling can take a long time, and there may be periods where it appears the compiler is doing nothing, but actually something is happening. Just wait a while, it'll eventually finish.
 

ComradeRoffel

L2: Junior Member
Apr 7, 2017
60
14
This is only a minor issue for compiling but you probably are using displacements incorrectly. When you create displacements, only select the face that is supposed to be a displacement. When you select all sides of the brush when turning it into displacements then you have a couple of unneeded dispacement faces, which cause minor lighting error. To remove the unneeded displacement faces, select only those in the texture tool, go to displacement tap and click "destroy". Those face then simply disappear.
Yes, the problem was indeed the displacements. It works perfectly now, THANK YOU SO MUCH!!! :p;):)
 
Solution
Mar 23, 2013
1,013
347
Hu really? The error I described never causes your map to go black though, it just wastes resources and adds unneeded shadows.

I assume one displacement was a bit too wonky. Sometimes they are too large or hammer just doesn't like their size, and by removing the unneeded displacements you removed a more invalid displacement in the process.
Well two birds with one stone I guess.