Brush texture going further than brush, and weird skybox displacement lighting

  • If you're asking a question make sure to set the thread type to be a question!

heroofsomethin

L1: Registered
Apr 18, 2021
8
0
Hello

I'm making a recreation of a recreation of a recreation of a... of hightower, and for reasons I do not know, the texture for some walls are going past the world brush itself (as shown in the first 3 pictures). It is not like that in hammer editor.

Another problem I'm experiencing is some weird lighting between the displacements in the map and the sky box displacements (as seen in the last picture). I have already tried turning off Hull, Physics and Ray collisions to the displacements in the skybox but it didn't change the weird lighting

I think the error is with qhull precision error or with the calc:triangle can't compute (or whatever the error is called). But when i go to the coordinates in the calc:triangle error it is just blank space with nothing there (way outside of the map)

And lastly, I did not compile with vvis. If that is the error tell me so!
test10000.jpg
test10001.jpg
test10002.jpg
test10003.jpg

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:\Users\USER\Desktop\test1.vmf"

Valve Software - vbsp.exe (May 21 2020)
8 threads
MSG_FILEWRITE - Filesystem was asked to write to 'C:\Users\USER\Desktop\test1.log', but we don't own that location. Allowing.
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\USER\Desktop\test1.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/test1/nature/blendgroundtograss008_wvt_patch
Patching WVT material: maps/test1/nightfall/cliffwall_wvt_patch
Patching WVT material: maps/test1/pl_barnblitz/blendmetalroofsnow_02_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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1680 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Users\USER\Desktop\test1.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_night_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...

qhull precision error: Only 4 facets remain. Can not merge another
pair. The convexity constraints may be too strong. Reduce the
magnitude of 'Cn' or increase the magnitude of 'An'. For example,
try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'.
done (1) (1363671 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 6723 texinfos to 3856
Reduced 74 texdatas to 69 (1696 bytes to 1540)
Writing C:\Users\USER\Desktop\test1.bsp
MSG_FILEWRITE - Filesystem was asked to write to 'C:\Users\USER\Desktop\test1.bsp', but we don't own that location. Allowing.
Wrote ZIP buffer, estimated size 1645, actual size 1297
5 seconds elapsed
188.202316 205.028793 0.000000
188.202316 200.126602 0.000000
188.202316 209.931000 0.000000
190.132721 214.833191 0.000000
make_triangles:calc_triangle_representation: Cannot convert
-0.050800 -1.690353 0.000000
0.101600 -1.690353 0.000000
-0.101600 -1.690353 0.000000
-0.101600 -1.370356 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** 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:\Users\USER\Desktop\test1"

Valve Software - vrad.exe SSE (May 21 2020)

Valve Radiosity Simulator
8 threads
MSG_FILEWRITE - Filesystem was asked to write to 'c:\users\user\desktop\test1.log', but we don't own that location. Allowing.
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\users\user\desktop\test1.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (3.06 seconds)
11487 faces
15 degenerate faces
1580117 square feet [227536928.00 square inches]
423 Displacements
429366 Square Feet [61828808.00 Square Inches]
sun extent from map=0.173648
258 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (57)
Build Patch/Sample Hash Table(s).....Done<0.0315 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 (7)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 64/1024 3072/49152 ( 6.3%)
brushes 3889/8192 46668/98304 (47.5%)
brushsides 28580/65536 228640/524288 (43.6%)
planes 18066/65536 361320/1310720 (27.6%)
vertexes 24135/65536 289620/786432 (36.8%)
nodes 3758/65536 120256/2097152 ( 5.7%)
texinfos 3856/12288 277632/884736 (31.4%)
texdata 69/2048 2208/65536 ( 3.4%)
dispinfos 423/0 74448/0 ( 0.0%)
disp_verts 13767/0 275340/0 ( 0.0%)
disp_tris 19008/0 38016/0 ( 0.0%)
disp_lmsamples 479272/0 479272/0 ( 0.0%)
faces 11487/65536 643272/3670016 (17.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 8500/65536 476000/3670016 (13.0%)
leaves 3823/65536 122336/2097152 ( 5.8%)
leaffaces 15472/65536 30944/131072 (23.6%)
leafbrushes 8926/65536 17852/131072 (13.6%)
areas 25/256 200/2048 ( 9.8%)
surfedges 92998/512000 371992/2048000 (18.2%)
edges 62708/256000 250832/1024000 (24.5%)
LDR worldlights 258/8192 22704/720896 ( 3.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 1616/32768 16160/327680 ( 4.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 32439/65536 64878/131072 (49.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 6042604/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 137999/393216 (35.1%)
LDR ambient table 3823/65536 15292/262144 ( 5.8%)
HDR ambient table 3823/65536 15292/262144 ( 5.8%)
LDR leaf ambient 15872/65536 444416/1835008 (24.2%)
HDR leaf ambient 3823/65536 107044/1835008 ( 5.8%)
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] 1/677192 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/38762 ( 0.0%)
pakfile [variable] 1297/0 ( 0.0%)
physics [variable] 1363671/4194304 (32.5%)
physics terrain [variable] 66227/1048576 ( 6.3%)

Level flags = 0

Total triangle count: 35841
Writing c:\users\user\desktop\test1.bsp
1 minute, 18 seconds elapsed
-0.050800 -1.690353 0.000000
0.101600 -1.690353 0.000000
-0.101600 -1.690353 0.000000
-0.101600 -1.370356 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: Copy File
** Parameters: "C:\Users\USER\Desktop\test1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\test1.bsp"
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
for reasons I do not know, the texture for some walls are going past the world brush itself (as shown in the first 3 pictures). It is not like that in hammer editor.
Are you using skip textures or any other weird tool textures on any sides of the brushes in question?

Another problem I'm experiencing is some weird lighting between the displacements in the map and the sky box displacements (as seen in the last picture). I have already tried turning off Hull, Physics and Ray collisions to the displacements in the skybox but it didn't change the weird lighting
Try compiling with VVIS. VVIS adds data to the map that VRAD needs to calculate proper lighting, and without it VRAD will generate worse lighting than usual. I would advise running VVIS in Fast mode for lighting tests.
 

heroofsomethin

L1: Registered
Apr 18, 2021
8
0
Are you using skip textures or any other weird tool textures on any sides of the brushes in question?

There aren't any skip brushes there. I even tried compiling without any tool brushes and it still occurred.

Try compiling with VVIS. VVIS adds data to the map that VRAD needs to calculate proper lighting, and without it VRAD will generate worse lighting than usual. I would advise running VVIS in Fast mode for lighting tests.

When I run vvis in fast mode, the entire map goes pitch black. However I don't want compile with normal vvis as it takes hours just for me to compile it. If it is really necessary i'll do it i guess
 

henke37

aa
Sep 23, 2011
2,075
515
VVIS shouldn't take hours. If it does then you have a visibility optimization problem.
 

heroofsomethin

L1: Registered
Apr 18, 2021
8
0
VVIS shouldn't take hours. If it does then you have a visibility optimization problem.
Ive already made (mostly) everything that should be a func_detail a func_detail. And since this is just hightower i used the exact same skip and hint brushes in the valve official hightower map. If i need to I will triple check every area for more things that should be a func detail, (i already have area portals as well)
To be honest I haven't tried compiling the map with vvis and actually measure the time it took, i might just be impatient and it only takes 30 mins
 

heroofsomethin

L1: Registered
Apr 18, 2021
8
0
Try compiling with VVIS. VVIS adds data to the map that VRAD needs to calculate proper lighting, and without it VRAD will generate worse lighting than usual. I would advise running VVIS in Fast mode for lighting tests.
Ok so i tried compiling with vrad, and it makes the entire map turn pitch black except for prop lighting. Any idea why? And the brush texture issue is still apparent.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
I wonder if either of these

qhull precision error: Only 4 facets remain. Can not merge another
pair. The convexity constraints may be too strong. Reduce the
magnitude of 'Cn' or increase the magnitude of 'An'. For example,
try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'.

make_triangles:calc_triangle_representation: Cannot convert

might have something to do with why VVIS is having trouble? Anyone familiar with these errors?
 

iiboharz

eternally tired
aa
Nov 5, 2014
857
1,291
"make_triangles:calc_triangle_representation: Cannot convert" can be safely ignored at least. Not sure about the other one- looks serious.
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
"make_triangles:calc_triangle_representation: Cannot convert" can be safely ignored at least. Not sure about the other one- looks serious.
Afaik qhull precision error is related to issues with corner joins on displacements. From what I remember it can cause random issues so it's worth trying to fix if you can find the cause (I'd recommend using cordon to narrow down the problem area, then remaking the displacements in question).
Ok so i tried compiling with vrad, and it makes the entire map turn pitch black except for prop lighting. Any idea why? And the brush texture issue is still apparent.
As for black world geo, I'm still not quite sure what causes it but from what I know, the world origin or lights being inside brushes may cause it.