Geometry appearing that I didn't place on compile.

Wyvern

Certified TF2 Cartographer
Feb 16, 2018
105
152
Hi everyone!

So, I have these two side vantage points right by the cp. They look fine in the editor, but on compile, the ramp extends past the 'mesa', and extends to a full triangle. I've tried to test BSP, and VIS groups, and nothing seems to be wrong. Any suggestions?

Thanks!
-Wyvern
 

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Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Can you post a screenshot of the map in Hammer and a copy of the compile log?

My best guess is either a fatal VBSP error (causing TF2 to load an older version of your map) or you applied the skip texture to one face of the ramp brush (which is known to cause issues with brushes extending farther than they should).
 

Wyvern

Certified TF2 Cartographer
Feb 16, 2018
105
152
Hi! Here's 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\sourcesdk_content\tf\mapsrc\koth_greyscale.vmf"

Valve Software - vbsp.exe (Aug 2 2018)
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_greyscale.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/koth_greyscale/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/koth_greyscale/dev/dev_blendmeasure2_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)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (628.0 -672.0 81.2)
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 16235:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (540.0 -672.0 81.2)
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 16234:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-156.0 -216.0 81.2)
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 16256:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-244.0 -216.0 81.2)
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 16255:

Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_greyscale.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_well_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_well_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_well_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_well_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) (104856 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 244 texinfos to 114
Reduced 15 texdatas to 12 (428 bytes to 332)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_greyscale.bsp
Wrote ZIP buffer, estimated size 1406, actual size 1058
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" -fast "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_greyscale"

Valve Software - vvis.exe (Aug 2 2018)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_greyscale.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_greyscale.prt
525 portalclusters
1739 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 3897 visible clusters (1.50%)
Total clusters visible: 260108
Average clusters visible: 495
Building PAS...
Average clusters audible: 525
visdatasize:73461 compressed from 75600
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_greyscale.bsp
0 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" -noextra "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_greyscale"

Valve Software - vrad.exe SSE (Jul 18 2018)

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_greyscale.bsp
Setting up ray-trace acceleration structure... Done (0.05 seconds)
1667 faces
909790 square feet [131009776.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1667 patches before subdivision
37831 patches after subdivision
sun extent from map=0.000000
sun extent from map=0.000000
5 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
transfers 2339727, max 479
transfer lists: 17.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(68396, 39198, 35135)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(6700, 2699, 2852)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(949, 214, 295)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(177, 21, 39)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(36, 2, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(8, 0, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0082 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (2)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 24/1024 1152/49152 ( 2.3%)
brushes 282/8192 3384/98304 ( 3.4%)
brushsides 1731/65536 13848/524288 ( 2.6%)
planes 834/65536 16680/1310720 ( 1.3%)
vertexes 2583/65536 30996/786432 ( 3.9%)
nodes 1200/65536 38400/2097152 ( 1.8%)
texinfos 114/12288 8208/884736 ( 0.9%)
texdata 12/2048 384/65536 ( 0.6%)
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 1667/65536 93352/3670016 ( 2.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 870/65536 48720/3670016 ( 1.3%)
leaves 1225/65536 39200/2097152 ( 1.9%)
leaffaces 1804/65536 3608/131072 ( 2.8%)
leafbrushes 822/65536 1644/131072 ( 1.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 11350/512000 45400/2048000 ( 2.2%)
edges 6423/256000 25692/1024000 ( 2.5%)
LDR worldlights 4/8192 352/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 127/32768 1270/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2028/65536 4056/131072 ( 3.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 822520/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 73461/16777216 ( 0.4%)
entdata [variable] 20341/393216 ( 5.2%)
LDR ambient table 1225/65536 4900/262144 ( 1.9%)
HDR ambient table 1225/65536 4900/262144 ( 1.9%)
LDR leaf ambient 8012/65536 224336/1835008 (12.2%)
HDR leaf ambient 1225/65536 34300/1835008 ( 1.9%)
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] 1/362 ( 0.3%)
pakfile [variable] 1058/0 ( 0.0%)
physics [variable] 104856/4194304 ( 2.5%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 4528
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_greyscale.bsp
6 seconds elapsed

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

Wyvern

Certified TF2 Cartographer
Feb 16, 2018
105
152
And here is the hammer browser.
 

Attachments

  • Hammer_1.PNG
    Hammer_1.PNG
    359.7 KB · Views: 201

Wyvern

Certified TF2 Cartographer
Feb 16, 2018
105
152
Update: Problem Solved! I guess the Visleafs were a bit too much for Hammer. I just turned the flat part of the vantage points into func_details.