Transparent Walls and Props

Jul 21, 2016
178
21
I am working on a map and the other day it wouldn't update. I checked for bugs and found that my light_environment had a key value it wasn't supposed to have so I remade it. I then tried to compile the map but now it's just a big glitchy mess. First of all, it did not update what I had made, but it did, I guess, update. Nothing new was there but I could see through walls and props and they would only appear if I looked at them a certain way. I'm pretty sure it's not a leak because it didn't look like one, but I'm not that experienced in mapping so I don't know. I pressed alt+p and now it's showing me a trigger_hurt in my map has a key value it shouldn't. Clicking fix does not fix the error. I'm not sure whats going on, can someone help?
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
It sounds like there's a problem with your actual compile rather than the key values thing (usually an error that can be ignored but might point to a problem that has happened). The disappearing walls and props makes me thing it's a bug in the VVIS stage of compiling.

Can you compile your map again and post the log it gives you?
 
Jul 21, 2016
178
21
I compiled my map and my map, definitely changed, but instead, everything was bright. Not full bright, but like the lights were extremely bright.
Heres the 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\tf\maps\rb_roadblock"

Valve Software - vbsp.exe (Oct 14 2017)
8 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\rb_roadblock.vmf
material "brick/blendtestwall003_watergate" not found.
Material not found!: BRICK/BLENDTESTWALL003_WATERGATE
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "concrete/smoothconcrete004" not found.
Material not found!: CONCRETE/SMOOTHCONCRETE004
Patching WVT material: maps/rb_roadblock/concrete/blendwetpavement001_wvt_patch
Patching WVT material: maps/rb_roadblock/swamp/nature/blendswampmudtodirt001_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4..Brush 175760: WARNING, microbrush
.5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4..Brush 175760: WARNING, microbrush
.5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 802 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\rb_roadblock.prt...Building visibility clusters...
done (0)
bmodel 381 has no head node (class 'func_rotating', targetname 'lightspin1')

** 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\tf\maps\rb_roadblock"

Valve Software - vvis.exe (Oct 14 2017)
8 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\rb_roadblock.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\rb_roadblock.prt
1679 portalclusters
5185 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 (675)
Optimized: 7382 visible clusters (0.85%)
Total clusters visible: 872917
Average clusters visible: 519
Building PAS...
Average clusters audible: 1629
visdatasize:638426 compressed from 725328
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\rb_roadblock.bsp
11 minutes, 15 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\rb_roadblock"

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

Valve Radiosity Simulator
8 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\rb_roadblock.bsp
Setting up ray-trace acceleration structure... Done (3.04 seconds)
8110 faces
27 degenerate faces
1931763 square feet [278173888.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
8083 patches before subdivision
145179 patches after subdivision
sun extent from map=0.000000
51 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (29)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (30)
transfers 9188368, max 1220
transfer lists: 70.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(105373, 46859, 13208)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(13582, 6212, 1145)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(2575, 1175, 176)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(603, 269, 35)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(155, 66, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(43, 17, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(12, 4, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0543 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (19)
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 (14)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 4/1024 192/49152 ( 0.4%)
brushes 1751/8192 21012/98304 (21.4%)
brushsides 26646/65536 213168/524288 (40.7%)
planes 33498/65536 669960/1310720 (51.1%)
vertexes 12047/65536 144564/786432 (18.4%)
nodes 2832/65536 90624/2097152 ( 4.3%)
texinfos 744/12288 53568/884736 ( 6.1%)
texdata 62/2048 1984/65536 ( 3.0%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 8110/65536 454160/3670016 (12.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4929/65536 276024/3670016 ( 7.5%)
leaves 2837/65536 90784/2097152 ( 4.3%)
leaffaces 10231/65536 20462/131072 (15.6%)
leafbrushes 3871/65536 7742/131072 ( 5.9%)
areas 3/256 24/2048 ( 1.2%)
surfedges 60219/512000 240876/2048000 (11.8%)
edges 34166/256000 136664/1024000 (13.3%)
LDR worldlights 51/8192 4488/720896 ( 0.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 973/32768 9730/327680 ( 3.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 16437/65536 32874/131072 (25.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 11950060/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 638426/16777216 ( 3.8%)
entdata [variable] 256121/393216 (65.1%)
LDR ambient table 2837/65536 11348/262144 ( 4.3%)
HDR ambient table 2837/65536 11348/262144 ( 4.3%)
LDR leaf ambient 13539/65536 379092/1835008 (20.7%)
HDR leaf ambient 2837/65536 79436/1835008 ( 4.3%)
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] 1/12 ( 8.3%)
pakfile [variable] 2417/0 ( 0.0%)
physics [variable] 613796/4194304 (14.6%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 24308
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\rb_roadblock.bsp
1 minute, 37 seconds elapsed
Valve Software - vrad.exe SSE (Oct 14 2017)

Valve Radiosity Simulator
8 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\rb_roadblock.bsp
Setting up ray-trace acceleration structure... Done (3.04 seconds)
8110 faces
27 degenerate faces
1931763 square feet [278173888.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
8083 patches before subdivision
145179 patches after subdivision
sun extent from map=0.000000
51 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (28)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (31)
transfers 9188368, max 1220
transfer lists: 70.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(52953608, 42599604, 18608164)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(4646121, 2882444, 951830)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(643002, 314357, 76574)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(100514, 38772, 7022)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(17411, 5475, 750)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(3176, 815, 87)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(599, 127, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(116, 21, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(23, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(5, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0558 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (19)
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 (14)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 4/1024 192/49152 ( 0.4%)
brushes 1751/8192 21012/98304 (21.4%)
brushsides 26646/65536 213168/524288 (40.7%)
planes 33498/65536 669960/1310720 (51.1%)
vertexes 12047/65536 144564/786432 (18.4%)
nodes 2832/65536 90624/2097152 ( 4.3%)
texinfos 744/12288 53568/884736 ( 6.1%)
texdata 62/2048 1984/65536 ( 3.0%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 8110/65536 454160/3670016 (12.4%)
hdr faces 8110/65536 454160/3670016 (12.4%)
origfaces 4929/65536 276024/3670016 ( 7.5%)
leaves 2837/65536 90784/2097152 ( 4.3%)
leaffaces 10231/65536 20462/131072 (15.6%)
leafbrushes 3871/65536 7742/131072 ( 5.9%)
areas 3/256 24/2048 ( 1.2%)
surfedges 60219/512000 240876/2048000 (11.8%)
edges 34166/256000 136664/1024000 (13.3%)
LDR worldlights 51/8192 4488/720896 ( 0.6%)
HDR worldlights 51/8192 4488/720896 ( 0.6%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 973/32768 9730/327680 ( 3.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 16437/65536 32874/131072 (25.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 11950060/0 ( 0.0%)
HDR lightdata [variable] 11950060/0 ( 0.0%)
visdata [variable] 638426/16777216 ( 3.8%)
entdata [variable] 256121/393216 (65.1%)
LDR ambient table 2837/65536 11348/262144 ( 4.3%)
HDR ambient table 2837/65536 11348/262144 ( 4.3%)
LDR leaf ambient 13539/65536 379092/1835008 (20.7%)
HDR leaf ambient 13966/65536 391048/1835008 (21.3%)
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] 1/12 ( 8.3%)
pakfile [variable] 2417/0 ( 0.0%)
physics [variable] 613796/4194304 (14.6%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 24308
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\rb_roadblock.bsp
1 minute, 37 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\rb_roadblock.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\rb_roadblock.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -dev -console -allowdebug -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" +map "rb_roadblock"

The console in Team Fortress 2 is full of this line.

warning: Vis decompression overrun

I ran my log through a checker and for the in-game section is says that it has miscounted displacements.
 

henke37

aa
Sep 23, 2011
2,075
515
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\rb_roadblock.vmf
material "brick/blendtestwall003_watergate" not found.
Material not found!: BRICK/BLENDTESTWALL003_WATERGATE
material "concrete/smoothconcrete004" not found.
Material not found!: CONCRETE/SMOOTHCONCRETE004

bmodel 381 has no head node (class 'func_rotating', targetname 'lightspin1')

You might want to fix those errors.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
I put your compile log in here, a handy compile log checker that sweeps for errors, tells you exactly what they mean, and how to fix them. I got these errors. Fix them and see if your map works.
 
Jul 21, 2016
178
21
I have fixed the errors and it still has the same problem. I replaced all of the missing textures with new ones and I made sure there were no errors when I clicked alt + p except for an error saying I need a player_start, which I don't think tf2 uses or would even affect anything, but it still has the same problem. I couldn't find any bad brushes or entities, everything seems like it should be working but it still goes back to the old glitchy version.