My map is doing minor weird spooky things

FloofCollie

I really suck!
aa
Nov 5, 2016
600
669
First off: This wall looks like two differently-coloured textures. Note that the lightmap resolution is set to default (16), so it isn't caused by that.
UGModKy.jpg

Hammer view:
C4Nyw2L.png

They are different textures, though. One of them is the normal texture (the one that appears strangely yellow in-game), and the other has dirt along the bottom.

Next up: These grates don't appear at all. They're nodraw brushes with the grate texture applied only on visible sides. They're also func_detailed and grouped with the metal support beams.
vUUAyjM.jpg

Hammer view:
NN4wzHB.png


Finally: Now, this is bizarre. This grate appears culled towards both edges.
TadjDNO.jpg


However, not only does it appear correctly in Hammer, it also appears fine on the bottom!
VKzBrfT.jpg

UY5Vtt2.png

Again, this grate is func_detailed and grouped with the rest of the bridge.

If anyone has the answers to any of these oddities, it would be appreciated. Thanks!
 

Conga Lyne

L2: Junior Member
Sep 2, 2017
65
47
I'm noticing the theme of "the other has dirt along the bottom."

As for the grate the easiest way to fix it is to just delete it and remake the brush~
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Problem #1: Are you sure it's not two different materials? There are two identical cinderblock materials in the game, for some reason, one with bumpmaps and one without, and because of a quirk in the engine, adding bumpmaps changes the base lighting level a bit.
 

FloofCollie

I really suck!
aa
Nov 5, 2016
600
669
Compile log:

** 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\koth_dairy_a1.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\sourcesdk_content\tf\mapsrc\koth_dairy_a1.vmf
Patching WVT material: maps/koth_dairy_a1/nature/blendgroundtograss001_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 228 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\koth_dairy_a1.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_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 (1) (129622 bytes)
Error! To use model "models/props_gameplay/door_slide_small_dynamic.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_gameplay/door_slide_small_dynamic.mdl"!
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 412 texinfos to 330
Reduced 52 texdatas to 50 (1098 bytes to 1057)
Writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_dairy_a1.bsp
Wrote ZIP buffer, estimated size 631, actual size 551
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\koth_dairy_a1"

Valve Software - vvis.exe (Jun 14 2017)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_dairy_a1.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_dairy_a1.prt
161 portalclusters
513 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 (1)
Optimized: 65 visible clusters (0.30%)
Total clusters visible: 21528
Average clusters visible: 133
Building PAS...
Average clusters audible: 161
visdatasize:8089 compressed from 7728
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_dairy_a1.bsp
1 second 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\sourcesdk_content\tf\mapsrc\koth_dairy_a1"

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\sourcesdk_content\tf\mapsrc\koth_dairy_a1.bsp
Setting up ray-trace acceleration structure... Done (0.40 seconds)
1089 faces
511508 square feet [73657216.00 square inches]
81 Displacements
145849 Square Feet [21002312.00 Square Inches]
1089 patches before subdivision
23835 patches after subdivision
sun extent from map=0.017452
5 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 (3)
transfers 1770828, max 496
transfer lists: 13.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(566254, 288978, 159388)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(64035, 33662, 20789)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(13596, 6340, 3726)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(2544, 1260, 808)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(593, 294, 201)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(139, 74, 55)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(35, 20, 16)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(9, 6, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(2, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0161 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (3)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/1024 144/49152 ( 0.3%)
brushes 391/8192 4692/98304 ( 4.8%)
brushsides 2827/65536 22616/524288 ( 4.3%)
planes 1278/65536 25560/1310720 ( 2.0%)
vertexes 2034/65536 24408/786432 ( 3.1%)
nodes 342/65536 10944/2097152 ( 0.5%)
texinfos 330/12288 23760/884736 ( 2.7%)
texdata 50/2048 1600/65536 ( 2.4%)
dispinfos 81/0 14256/0 ( 0.0%)
disp_verts 6561/0 131220/0 ( 0.0%)
disp_tris 10368/0 20736/0 ( 0.0%)
disp_lmsamples 93364/0 93364/0 ( 0.0%)
faces 1089/65536 60984/3670016 ( 1.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 817/65536 45752/3670016 ( 1.2%)
leaves 346/65536 11072/2097152 ( 0.5%)
leaffaces 1343/65536 2686/131072 ( 2.0%)
leafbrushes 756/65536 1512/131072 ( 1.2%)
areas 3/256 24/2048 ( 1.2%)
surfedges 8860/512000 35440/2048000 ( 1.7%)
edges 5765/256000 23060/1024000 ( 2.3%)
LDR worldlights 5/8192 440/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 207/32768 2070/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4038/65536 8076/131072 ( 6.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 2/512 704/180224 ( 0.4%)
LDR lightdata [variable] 1337924/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 8089/16777216 ( 0.0%)
entdata [variable] 6499/393216 ( 1.7%)
LDR ambient table 346/65536 1384/262144 ( 0.5%)
HDR ambient table 346/65536 1384/262144 ( 0.5%)
LDR leaf ambient 2170/65536 60760/1835008 ( 3.3%)
HDR leaf ambient 346/65536 9688/1835008 ( 0.5%)
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] 1/65880 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/3692 ( 0.0%)
pakfile [variable] 551/0 ( 0.0%)
physics [variable] 129622/4194304 ( 3.1%)
physics terrain [variable] 6269/1048576 ( 0.6%)

Level flags = 0

Total triangle count: 3420
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_dairy_a1.bsp
18 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_dairy_a1.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\koth_dairy_a1.bsp"

I'm noticing the theme of "the other has dirt along the bottom."
Eh?
 

FloofCollie

I really suck!
aa
Nov 5, 2016
600
669
Okay, deleted the offending grate brush as ★ Conga ★ suggested and it worked, and I also replaced the brick texture with the version that had a letter at the end, and that worked.

The grates in the health/ammo room just miraculously began working again.
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
For future reference, some textures in Hammer will have the same thumbnail but different filenames (ie. concrete001_blu or concrete001_red) and appearance in game. This is caused by properties in the VMT changing the texture's appearance.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
I'm noticing the theme of "the other has dirt along the bottom."
Oop! Didn't even notice that. Yeah, that's the other thing—the alternate versions of the cinderblock materials, the ones with dirt or blue paint, only come in one form. Either with bumpmaps or without, I forget which. So you have to pick that version of the plain one if you want to match the lighting.