Weird Flicker light from wall?

Oct 6, 2008
1,948
446
you running full vis and ful rad? I don't see any lights, you're also up near the ceiling which could block any lights on the left
 

Cyberen

L3: Member
Mar 30, 2021
143
30
Is it a custom texture? I had a problem like that once, turned out I used a VertexLit shader instead of a LightmappedGeneric shader.
 

My Man!

L1: Registered
Aug 18, 2021
9
0
That's wacky. Can we see a compile log?

yea sure.

Starting a 'Publish - Both' compile.
Starting compilation of jb_mall_test_v3
Valve Software - vbsp.exe (Oct 2 2021)
6 threads
materialPath: D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\materials
Loading D:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jb_mall_test_v3.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
***need to set $abovewater for material dev/dev_water2_cheap
***need to set $abovewater for material dev/dev_water2_cheap
Patching WVT material: maps/jb_mall_test_v3/ba_jail_casuarina/grasssand_wvt_patch
Patching WVT material: maps/jb_mall_test_v3/ba_jail_casuarina/grasssand3_wvt_patch
Patching WVT material: maps/jb_mall_test_v3/dev/dev_blendmeasure_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 212 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jb_mall_test_v3.prt...Building visibility clusters...
done (0)
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...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (846882 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3845 texinfos to 2222
Reduced 164 texdatas to 144 (4088 bytes to 3311)
Writing D:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jb_mall_test_v3.bsp
Wrote ZIP buffer, estimated size 220801, actual size 217907
3 seconds elapsed
162.546793 -10.515600 0.000000
162.547050 -10.439400 0.000000
162.673026 -10.439400 0.000000
162.546857 -10.496654 0.000000
make_triangles:calc_triangle_representation: Cannot convert
Valve Software - vvis.exe (Oct 2 2021)
6 threads
reading d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jb_mall_test_v3.bsp
reading d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jb_mall_test_v3.prt
1690 portalclusters
4596 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 (7)
Optimized: 3059 visible clusters (1.13%)
Total clusters visible: 271599
Average clusters visible: 160
Building PAS...
Average clusters audible: 562
visdatasize:285712 compressed from 730080
writing d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jb_mall_test_v3.bsp
7 seconds elapsed
Valve Software - vrad.exe SSE (Oct 2 2021)

Valve Radiosity Simulator
6 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jb_mall_test_v3.bsp
Setting up ray-trace acceleration structure... Done (3.77 seconds)
12206 faces
3237587 square feet [466212608.00 square inches]
1 Displacements
91 Square Feet [13150.97 Square Inches]
12206 patches before subdivision
250144 patches after subdivision
sun extent from map=0.008727
sun extent from map=0.000000
448 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (146)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (11)
transfers 33613765, max 791
transfer lists: 256.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(1118022, 864368, 875469)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(271328, 192523, 192968)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(73543, 45128, 43348)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(28393, 15935, 15218)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(9537, 4478, 4121)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(4050, 1729, 1576)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1538, 542, 489)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(687, 218, 198)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(290, 77, 71)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(135, 32, 31)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(62, 13, 13)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(30, 6, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(14, 2, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(7, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(4, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0653 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
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 (5)
Writing leaf ambient...done
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (2)

Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 427/1024 20496/49152 (41.7%)
brushes 1903/8192 22836/98304 (23.2%)
brushsides 14756/65536 118048/524288 (22.5%)
planes 18728/65536 374560/1310720 (28.6%)
vertexes 19246/65536 230952/786432 (29.4%)
nodes 7373/65536 235936/2097152 (11.3%)
texinfos 2222/12288 159984/884736 (18.1%)
texdata 144/2048 4608/65536 ( 7.0%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 81/0 1620/0 ( 0.0%)
disp_tris 128/0 256/0 ( 0.0%)
disp_lmsamples 336/0 336/0 ( 0.0%)
faces 12206/65536 683536/3670016 (18.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 7180/65536 402080/3670016 (11.0%)
leaves 7801/65536 249632/2097152 (11.9%)
leaffaces 14212/65536 28424/131072 (21.7%)
leafbrushes 4522/65536 9044/131072 ( 6.9%)
areas 10/256 80/2048 ( 3.9%)
surfedges 86737/512000 346948/2048000 (16.9%)
edges 47428/256000 189712/1024000 (18.5%)
LDR worldlights 447/8192 39336/720896 ( 5.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 7/32768 84/393216 ( 0.0%)
waterstrips 984/32768 9840/327680 ( 3.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 14712/65536 29424/131072 (22.4%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 40/512 14080/180224 ( 7.8%)
LDR lightdata [variable] 18355952/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 285712/16777216 ( 1.7%)
entdata [variable] 528165/393216 (134.3%) VERY FULL!
LDR ambient table 7801/65536 31204/262144 (11.9%)
HDR ambient table 7801/65536 31204/262144 (11.9%)
LDR leaf ambient 27452/65536 768656/1835008 (41.9%)
HDR leaf ambient 7801/65536 218428/1835008 (11.9%)
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] 1/34246 ( 0.0%)
pakfile [variable] 1507287/0 ( 0.0%)
physics [variable] 846882/4194304 (20.2%)
physics terrain [variable] 111/1048576 ( 0.0%)

Level flags = 1

Total triangle count: 32573
Writing d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jb_mall_test_v3.bsp
2 minutes, 54 seconds elapsed
Valve Software - vrad.exe SSE (Oct 2 2021)

Valve Radiosity Simulator
6 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jb_mall_test_v3.bsp
Setting up ray-trace acceleration structure... Done (3.76 seconds)
12206 faces
3237587 square feet [466212608.00 square inches]
1 Displacements
91 Square Feet [13150.97 Square Inches]
12206 patches before subdivision
250144 patches after subdivision
sun extent from map=0.008727
sun extent from map=0.000000
448 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (150)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (12)
transfers 33613765, max 791
transfer lists: 256.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1118022, 864367, 875470)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(271328, 192523, 192968)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(73543, 45128, 43348)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(28393, 15935, 15218)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(9537, 4478, 4121)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(4050, 1729, 1576)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(1538, 542, 489)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(687, 218, 198)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(290, 77, 71)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(135, 32, 31)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(62, 13, 13)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(30, 6, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(14, 2, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(7, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #15 added RGB(4, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0663 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
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 (5)
Writing leaf ambient...done
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (2)

Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 427/1024 20496/49152 (41.7%)
brushes 1903/8192 22836/98304 (23.2%)
brushsides 14756/65536 118048/524288 (22.5%)
planes 18728/65536 374560/1310720 (28.6%)
vertexes 19246/65536 230952/786432 (29.4%)
nodes 7373/65536 235936/2097152 (11.3%)
texinfos 2222/12288 159984/884736 (18.1%)
texdata 144/2048 4608/65536 ( 7.0%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 81/0 1620/0 ( 0.0%)
disp_tris 128/0 256/0 ( 0.0%)
disp_lmsamples 336/0 336/0 ( 0.0%)
faces 12206/65536 683536/3670016 (18.6%)
hdr faces 12206/65536 683536/3670016 (18.6%)
origfaces 7180/65536 402080/3670016 (11.0%)
leaves 7801/65536 249632/2097152 (11.9%)
leaffaces 14212/65536 28424/131072 (21.7%)
leafbrushes 4522/65536 9044/131072 ( 6.9%)
areas 10/256 80/2048 ( 3.9%)
surfedges 86737/512000 346948/2048000 (16.9%)
edges 47428/256000 189712/1024000 (18.5%)
LDR worldlights 447/8192 39336/720896 ( 5.5%)
HDR worldlights 447/8192 39336/720896 ( 5.5%)
leafwaterdata 7/32768 84/393216 ( 0.0%)
waterstrips 984/32768 9840/327680 ( 3.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 14712/65536 29424/131072 (22.4%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 40/512 14080/180224 ( 7.8%)
LDR lightdata [variable] 18355952/0 ( 0.0%)
HDR lightdata [variable] 18355952/0 ( 0.0%)
visdata [variable] 285712/16777216 ( 1.7%)
entdata [variable] 528165/393216 (134.3%) VERY FULL!
LDR ambient table 7801/65536 31204/262144 (11.9%)
HDR ambient table 7801/65536 31204/262144 (11.9%)
LDR leaf ambient 27452/65536 768656/1835008 (41.9%)
HDR leaf ambient 27452/65536 768656/1835008 (41.9%)
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] 1/34246 ( 0.0%)
pakfile [variable] 2799899/0 ( 0.0%)
physics [variable] 846882/4194304 (20.2%)
physics terrain [variable] 111/1048576 ( 0.0%)

Level flags = 3

Total triangle count: 32573
Writing d:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\jb_mall_test_v3.bsp
2 minutes, 58 seconds elapsed
D:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\jb_mall_test_v3.bsp -> D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps\jb_mall_test_v3.bsp
1 File(s) copied
CompilePal - Cubemap Generator
Detecting HDR levels...
Map requires two sets of cubemaps
Compiling LDR cubemaps...
Compiling HDR cubemaps...
Cubemaps compiled

CompilePal - Automated Packaging
Finding sources of game content...
Found search paths...
Found wildcard path: D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\custom\
Found search path: D:\SteamLibrary\steamapps\common\Team Fortress 2\tf
Found search path: D:\SteamLibrary\steamapps\common\Team Fortress 2\tf
Found search path: D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\bin
Found search path: D:\SteamLibrary\steamapps\common\Team Fortress 2\tf\download
Reading BSP...
Initializing pak file...
Writing file list...
Running bspzip...
Copying packed bsp to vmf folder...
Finished!
---------------------
144 materials found
15 models found
0 particle files found
19 sounds found
---------------------

'Publish - Both' compile finished in 00:07:08
1 errors/warnings logged:
1 errors/warnings logged for jb_mall_test_v3:
● 1x: Warning: make_triangles:calc_triangle_representation: Cannot convert


Imm going change wall texture into something different. Otherwise, should I concern about this "make_triangles:calc_triangle_representation: Cannot convert"
 

My Man!

L1: Registered
Aug 18, 2021
9
0
After I change the texture on a wall, which is possible, but after changing texture. It created 10 new leaks after changing texture somehow. I will let you more info after fixing all leaks.
 

Cyberen

L3: Member
Mar 30, 2021
143
30
Make sure that all textures that are part of world geometry aren't transparent in any way (except Nodraw of course) or there will be leaks.

Here's what interlopers.net/errors had to say about your compile log:

make_triangles:calc_triangle_representation: cannot convert
Description:
Usually preceded by some coordinates, the best explanation I can give at the moment is that this is caused by certain models (a b0rked subpart). In particular the "/wasteland/InteriorFence002d.mdl"-model. I've also heard small panes of glass and some other (even self-made) models can cause this error to occur, as do some freaky regular brushes. This error can also be caused by bad displacements.
If it is displacements they may fail to collide with vehicles and physics objects on the triangles that are causing a problem. Parts of the displacement may still work others may not.

Solution:
You can look for ages to find the model causing the problem, after hiding all your models first and see if that is causing your problem. Once found, you can decide to reconstruct that model, there doesn't seem to be a real error in the model itself though. In other words, leave it be, it won't hurt you. Unless you bite first! It may be the case that the game will not load the map because of this error. It would present you with a pup-up with the beloved memory error.
The displacement problem as of right now has only 1 solution and it is to delete the displacement. If its a brush, find it with Cordon Tools and delete it.
 

My Man!

L1: Registered
Aug 18, 2021
9
0
This has been fixed! remove old wall which is leaks now gone! and the texture of that blue wall is broken btw. cheers!