Rounded roof. Weirdest error EVER!

Elvis666

L1: Registered
Feb 24, 2008
4
0
Heya, I'm making a chapel wich has 2 rounded roofs at the back.
The top one is basically half a hollow spike and it works perfectly.
It's the bottom one I'm having problems with though...
It looks fine in Hammer, but ingame it's FUBAR like I've never seen before...


Screenshots from Hammer. Note: the white borders you see here, are supposed to be there...


Ingame screenshots, taken from more or less the same angle. You see the error best in the leftmost screenshot.

I made the roof by copying the outer cillinder below the roof and dragging the 2 topmost vertices of every part of the cillinder against the inner cillinder.

I've checked, doublechecked, triplechecked & quadruplechecked that every vertex is aligned to at least a grid of 2.

The .vmf file

I've been working on this roof for quite some time now and I'm really desperate... If anyone knows what I may be doing wrong, please don't hesitate to reply.

The compile log:
Code:
** Executing...
** Command: "c:\games\steam\steamapps\3lvi5\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\games\steam\steamapps\3lvi5\team fortress 2\tf" "C:\Games\Steam\steamapps\3lvi5\sourcesdk_content\tf\mapsrc\CP_Depot\03-02-2008\kapel2"

Valve Software - vbsp.exe (Sep 21 2007)
2 threads
materialPath: c:\games\steam\steamapps\3lvi5\team fortress 2\tf\materials
Loading C:\Games\Steam\steamapps\3lvi5\sourcesdk_content\tf\mapsrc\CP_Depot\03-02-2008\kapel2.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity light_environment (-411.00 947.00 106.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_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) (22824 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 55 texinfos to 42
Reduced 6 texdatas to 6 (154 bytes to 154)
Writing C:\Games\Steam\steamapps\3lvi5\sourcesdk_content\tf\mapsrc\CP_Depot\03-02-2008\kapel2.bsp
0 seconds elapsed

** Executing...
** Command: "c:\games\steam\steamapps\3lvi5\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\games\steam\steamapps\3lvi5\team fortress 2\tf" "C:\Games\Steam\steamapps\3lvi5\sourcesdk_content\tf\mapsrc\CP_Depot\03-02-2008\kapel2"

Valve Software - vvis.exe (Nov  8 2007)
2 threads
reading c:\games\steam\steamapps\3lvi5\sourcesdk_content\tf\mapsrc\cp_depot\03-02-2008\kapel2.bsp
reading c:\games\steam\steamapps\3lvi5\sourcesdk_content\tf\mapsrc\cp_depot\03-02-2008\kapel2.prt
LoadPortals: couldn't read c:\games\steam\steamapps\3lvi5\sourcesdk_content\tf\mapsrc\cp_depot\03-02-2008\kapel2.prt


** Executing...
** Command: "c:\games\steam\steamapps\3lvi5\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\games\steam\steamapps\3lvi5\team fortress 2\tf" "C:\Games\Steam\steamapps\3lvi5\sourcesdk_content\tf\mapsrc\CP_Depot\03-02-2008\kapel2"

Valve Software - vrad.exe SSE (Nov  8 2007)

      Valve Radiosity Simulator     
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\games\steam\steamapps\3lvi5\sourcesdk_content\tf\mapsrc\cp_depot\03-02-2008\kapel2.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.34 seconds)
544 faces
261832 square feet [37703848.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.000000
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (2)
Build Patch/Sample Hash Table(s).....Done<-0.3065 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 (6)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   1/1024           48/49152    ( 0.1%) 
brushes                 65/8192          780/98304    ( 0.8%) 
brushsides             734/65536        5872/524288   ( 1.1%) 
planes                 804/65536       16080/1310720  ( 1.2%) 
vertexes               744/65536        8928/786432   ( 1.1%) 
nodes                  540/65536       17280/2097152  ( 0.8%) 
texinfos                42/12288        3024/884736   ( 0.3%) 
texdata                  6/2048          192/65536    ( 0.3%) 
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                  544/65536       30464/3670016  ( 0.8%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              184/65536       10304/3670016  ( 0.3%) 
leaves                 542/65536       17344/2097152  ( 0.8%) 
leaffaces              661/65536        1322/131072   ( 1.0%) 
leafbrushes            247/65536         494/131072   ( 0.4%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             3137/512000      12548/2048000  ( 0.6%) 
edges                 1764/256000       7056/1024000  ( 0.7%) 
LDR worldlights          2/8192          176/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips             55/32768         550/327680   ( 0.2%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           690/65536        1380/131072   ( 1.1%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      250204/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]         625/393216   ( 0.2%) 
LDR ambient table      542/65536        2168/262144   ( 0.8%) 
HDR ambient table      542/65536        2168/262144   ( 0.8%) 
LDR leaf ambient      3163/65536       88564/1835008  ( 4.8%) 
HDR leaf ambient       542/65536       15176/1835008  ( 0.8%) 
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]           1/12       ( 8.3%) 
static props          [variable]           1/12       ( 8.3%) 
pakfile               [variable]          54/0        ( 0.0%) 
physics               [variable]       22824/4194304  ( 0.5%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 1340
Writing c:\games\steam\steamapps\3lvi5\sourcesdk_content\tf\mapsrc\cp_depot\03-02-2008\kapel2.bsp
9 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Games\Steam\steamapps\3lvi5\sourcesdk_content\tf\mapsrc\CP_Depot\03-02-2008\kapel2.bsp" "c:\games\steam\steamapps\3lvi5\team fortress 2\tf\maps\kapel2.bsp"
 

poopster101

L4: Comfortable Member
Jan 28, 2008
155
5
i had something like that once with cylinders and i just deleted it and tried again and it worked
so yea i'd just do what youme said
 

Elvis666

L1: Registered
Feb 24, 2008
4
0
Thx for the replies. The errors came from the vertex editing I did. I rebuilt the roof by experimenting with the Torus primitive & it looks real fine now :)
 

Paria

L5: Dapper Member
Dec 12, 2007
202
31
i think the wierdest error i manged to make so far with the vertex tool was to mainpulate a square block so that when i had finished it rendered inside out - the concrete texture was inside the block but you had visibility all the way through it from the outside - needless to say it wasnt planned :D