All-black texture bug

Tenn1502

L1: Registered
Jul 23, 2009
27
1
Heyo, me again with another bizarre gamebreaking glitch on my current map!
6A217C4FCBAD19E733D551D892AF291DC742F1A8


Looks like all the textures turned pitch black for no reason, sent the compile log through interlopers and got nothin' I haven't seen before.

It looks like kind of a mess though, if anyone might be able to tell me what went wrong I'd greatly appreciate it! :)

** 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\cp_meltdown.vmf"

Valve Software - vbsp.exe (Aug 17 2015)
8 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\cp_meltdown.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/cp_meltdown/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/cp_meltdown/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/cp_meltdown/nature/blendgroundtosnow001_wvt_patch
Patching WVT material: maps/cp_meltdown/nature/blendgrasstosnow001_wvt_patch
Patching WVT material: maps/cp_meltdown/nature/blendgroundtograss007_wvt_patch
Patching WVT material: maps/cp_meltdown/nature/blendrockgroundwallsnow_wvt_patch
Patching WVT material: maps/cp_meltdown/nature/blendrockgroundwallforest_wvt_patch
Patching WVT material: maps/cp_meltdown/nature/blendgroundtograss009_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)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 548 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_meltdown.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...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (3522741 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9..Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
.Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 163 texinfos to 103
Reduced 41 texdatas to 28 (1316 bytes to 707)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_meltdown.bsp
5 seconds 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\cp_meltdown"

Valve Software - vvis.exe (Aug 17 2015)
fastvis = true
8 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_meltdown.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_meltdown.prt
1281 portalclusters
4356 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 58830 visible clusters (4.13%)
Total clusters visible: 1425256
Average clusters visible: 1112
Building PAS...
Average clusters audible: 1280
visdatasize:418319 compressed from 430416
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_meltdown.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\cp_meltdown"

Valve Software - vrad.exe SSE (Aug 17 2015)

Valve Radiosity Simulator
8 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\cp_meltdown.bsp
Setting up ray-trace acceleration structure... Done (2.21 seconds)
7468 faces
36 degenerate faces
1762733 square feet [253833648.00 square inches]
187 Displacements
132847 Square Feet [19129990.00 Square Inches]
7432 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
282186 patches after subdivision
sun extent from map=0.000000
13 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (13)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (53)
transfers 43309051, max 1261
transfer lists: 330.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1, 1, 1)
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Bounce #81 added RGB(1, 1, 1)
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Bounce #82 added RGB(1, 1, 1)
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Bounce #88 added RGB(1, 1, 1)
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Bounce #89 added RGB(1, 1, 1)
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Bounce #90 added RGB(1, 1, 1)
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Bounce #91 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #92 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #93 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
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GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
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GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #100 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0833 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
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 (7)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 10/1024 480/49152 ( 1.0%)
brushes 1049/8192 12588/98304 (12.8%)
brushsides 11542/65536 92336/524288 (17.6%)
planes 11738/65536 234760/1310720 (17.9%)
vertexes 10116/65536 121392/786432 (15.4%)
nodes 2315/65536 74080/2097152 ( 3.5%)
texinfos 103/12288 7416/884736 ( 0.8%)
texdata 28/2048 896/65536 ( 1.4%)
dispinfos 187/0 32912/0 ( 0.0%)
disp_verts 17019/0 340380/0 ( 0.0%)
disp_tris 27392/0 54784/0 ( 0.0%)
disp_lmsamples 333441/0 333441/0 ( 0.0%)
faces 7468/65536 418208/3670016 (11.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4491/65536 251496/3670016 ( 6.9%)
leaves 2326/65536 74432/2097152 ( 3.5%)
leaffaces 9211/65536 18422/131072 (14.1%)
leafbrushes 2506/65536 5012/131072 ( 3.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 56421/512000 225684/2048000 (11.0%)
edges 31660/256000 126640/1024000 (12.4%)
LDR worldlights 13/8192 1144/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 1172/32768 11720/327680 ( 3.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 19275/65536 38550/131072 (29.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 9/512 3168/180224 ( 1.8%)
LDR lightdata [variable] 7825156/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 418319/16777216 ( 2.5%)
entdata [variable] 17177/393216 ( 4.4%)
LDR ambient table 2326/65536 9304/262144 ( 3.5%)
HDR ambient table 2326/65536 9304/262144 ( 3.5%)
LDR leaf ambient 13887/65536 388836/1835008 (21.2%)
HDR leaf ambient 2326/65536 65128/1835008 ( 3.5%)
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] 1/16796 ( 0.0%)
pakfile [variable] 110462/0 ( 0.0%)
physics [variable] 3522741/4194304 (84.0%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 23180
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_meltdown.bsp
1 minute, 33 seconds elapsed

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

Moonrat

nothing left
aa
Jul 30, 2014
932
585
I had this happen to me aswell on my Detail map, I found that it was a very small brush (1x256) not being func_detailed causing it. You might wanna remember that for the future.