ramdom texture error :(

communic

L1: Registered
Jan 21, 2009
40
2
Hey!@!

I am working on a duel map blah blah blah xD, Everything was working fine till one time i compiled the map to test teleporters. Suddenly a tiny part of a wall appeared mat black. Ive tried re-texturing and it still shows as black :( It worked fine before i added the teleporters and i have tried removing the teleporters but that did't work :(


ps. If anyone knows how to get the effects working with the teleporter model so it looks like a real teleporter that would be great :)


NOTE I am not using model textures.

black.jpg


Compile Log

materialPath: c:\program files (x86)\steam\steamapps\communic_communic\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\communic_communic\sourcesdk_content\tf\mapsrc\duel_pit_a1.vmf
Patching WVT material: maps/duel_pit_a1/nature/blendgroundtograss001b_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\communic_communic\sourcesdk_content\tf\mapsrc\duel_pit_a1.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...
done (0) (107951 bytes)
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 282
Reduced 26 texdatas to 22 (689 bytes to 547)
Writing C:\Program Files (x86)\Steam\steamapps\communic_communic\sourcesdk_content\tf\mapsrc\duel_pit_a1.bsp
6 seconds elapsed



2 threads
reading c:\program files (x86)\steam\steamapps\communic_communic\sourcesdk_content\tf\mapsrc\duel_pit_a1.bsp
reading c:\program files (x86)\steam\steamapps\communic_communic\sourcesdk_content\tf\mapsrc\duel_pit_a1.prt
557 portalclusters
1875 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 107 visible clusters (0.00%)
Total clusters visible: 116408
Average clusters visible: 208
Building PAS...
Average clusters audible: 539
visdatasize:76663 compressed from 80208
writing c:\program files (x86)\steam\steamapps\communic_communic\sourcesdk_content\tf\mapsrc\duel_pit_a1.bsp
38 seconds elapsed



[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\communic_communic\sourcesdk_content\tf\mapsrc\duel_pit_a1.bsp
1748 faces
441261 square feet [63541704.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1748 patches before subdivision
24626 patches after subdivision
16 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 5135125, max 900
transfer lists: 39.2 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(19444, 13050, 8579)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(5063, 2435, 1316)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(1738, 692, 306)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(615, 206, 74)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(241, 67, 19)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(98, 22, 5)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(41, 8, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(18, 3, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(8, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(3, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(1, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0266 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 18/1024 864/49152 ( 1.8%)
brushes 286/8192 3432/98304 ( 3.5%)
brushsides 2216/65536 17728/524288 ( 3.4%)
planes 1242/65536 24840/1310720 ( 1.9%)
vertexes 3135/65536 37620/786432 ( 4.8%)
nodes 1244/65536 39808/2097152 ( 1.9%)
texinfos 282/12288 20304/884736 ( 2.3%)
texdata 22/2048 704/65536 ( 1.1%)
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 1748/65536 97888/3670016 ( 2.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 795/65536 44520/3670016 ( 1.2%)
leaves 1263/65536 40416/2097152 ( 1.9%)
leaffaces 2081/65536 4162/131072 ( 3.2%)
leafbrushes 970/65536 1940/131072 ( 1.5%)
areas 4/256 32/2048 ( 1.6%)
surfedges 11889/512000 47556/2048000 ( 2.3%)
edges 6773/256000 27092/1024000 ( 2.6%)
LDR worldlights 16/8192 1408/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 287/32768 2870/327680 ( 0.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4611/65536 9222/131072 ( 7.0%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 2/512 704/180224 ( 0.4%)
LDR lightdata [variable] 811788/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 76663/16777216 ( 0.5%)
entdata [variable] 17302/393216 ( 4.4%)
LDR ambient table 1263/65536 5052/262144 ( 1.9%)
HDR ambient table 1263/65536 5052/262144 ( 1.9%)
LDR leaf ambient 5387/65536 150836/1835008 ( 8.2%)
HDR leaf ambient 1263/65536 35364/1835008 ( 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] 1/6112 ( 0.0%)
pakfile [variable] 1241/0 ( 0.0%)
physics [variable] 107951/4194304 ( 2.6%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 5200
Writing c:\program files (x86)\steam\steamapps\communic_communic\sourcesdk_content\tf\mapsrc\duel_pit_a1.bsp
53 seconds elapsed
 
Last edited:

Icarus

aa
Sep 10, 2008
2,245
1,210
remake the brush

probably a zero area child patch or whatever it's called

if that still doesn't work post your compile log.
 

Lamech

L1: Registered
May 21, 2009
18
8
It's possible it is a zero area child patch like Icarus said, but I do not see one in your compile log... But I do not think you included that.

I am looking into that atm due to the fact I have a similar problem. Instead of a black texture, the brush is reforming itself.

Can you include the following part?

6016 patches before subdivision
zero area child patch
zero area child patch
zero area child patch

81978 patches after subdivision
0 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 (63)

If you have any of those that should be your problem. As you can see I have 3 and I am currently looking for them.