All brushes are black! Please help! (FIXED, THANK YOU!)

Discussion in 'Mapping Questions & Discussion' started by TheEngineerGuy, Jun 17, 2017.

  1. TheEngineerGuy

    TheEngineerGuy L1: Registered

    Messages:
    47
    Positive Ratings:
    4
    I think i don't have any leaks, the black brushes only show up in-game.

    console:


    ** 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\tf\maps\project_teach_safewen_mvm.vmf"

    Valve Software - vbsp.exe (Jun 14 2017)
    4 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\tf\maps\project_teach_safewen_mvm.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/project_teach_safewen_mvm/cp_sunshine/nature/blendrocktograss001_wvt_patch
    Patching WVT material: maps/project_teach_safewen_mvm/mayan_beach/nature/island_grass_to_dirt01_wvt_patch
    Patching WVT material: maps/project_teach_safewen_mvm/cp_mountainlab/nature/blendrocktograss002_wvt_patch
    Patching WVT material: maps/project_teach_safewen_mvm/winter/blendgrasstograss002_wvt_patch
    Patching WVT material: maps/project_teach_safewen_mvm/nature/blendgroundtograss009_nodetail_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (5)

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1615.7 -89.8 -7.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 96063:

    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (3)

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3567.5 618.7 -283.1)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 79570:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3567.3 585.8 -250.0)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 79570:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1886.5 52.9 519.5)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 96090:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1963.0 -254.8 131.5)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 120035:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1975.0 -266.9 329.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 120036:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1975.0 -266.9 -599.5)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 120036:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2669.6 -1059.1 -412.9)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs: Brush 80208:

    *** Suppressing further FindPortalSide errors.... ***
    Processing 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 (1)
    writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\project_teach_safewen_mvm.prt...Building visibility clusters...
    done (1)
    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 (1) (2201047 bytes)
    Static prop models/props_mayan/detail_blocks/wall_stone_large01.mdl outside the map (-1036.00, -798.00, -14.00)
    Static prop models/props_mayan/detail_blocks/wall_stone_large01.mdl outside the map (-1038.00, -922.00, -14.00)
    Static prop models/props_mayan/detail_blocks/wall_stone_large01.mdl outside the map (-1044.00, -550.00, -14.00)
    Static prop models/props_mayan/detail_blocks/wall_stone_large01.mdl outside the map (-1042.00, -676.00, -14.00)
    Static prop models/props_mayan/detail_blocks/wall_stone_large01.mdl outside the map (-1040.00, -800.00, -14.00)
    Static prop models/props_mayan/stairs/top_slab_256a.mdl outside the map (-910.00, -988.00, 46.00)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    .Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    Material MAYAN_BEACH/NATURE/ISLAND_GRASS_TO_DIRT01 uses unknown detail object type tf_forest_grass!
    ..10
    Compacting texture/material tables...
    Reduced 3119 texinfos to 2287
    Reduced 68 texdatas to 57 (2091 bytes to 1752)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\project_teach_safewen_mvm.bsp
    Wrote ZIP buffer, estimated size 218236, actual size 216280
    24 seconds elapsed
    0.699576 -0.496815 0.000000
    0.671001 -0.038100 0.000000
    0.699576 -0.038100 0.000000
    0.699576 -0.980015 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
    0.699576 -0.496815 0.000000
    0.671001 -0.038100 0.000000
    0.699576 -0.038100 0.000000
    0.699576 -0.980015 0.000000
    make_triangles:calc_triangle_representation: Cannot convert

    ** 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\tf\maps\project_teach_safewen_mvm"

    Valve Software - vvis.exe (Jun 14 2017)
    fastvis = true
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\project_teach_safewen_mvm.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\project_teach_safewen_mvm.prt
    6025 portalclusters
    23425 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (89)
    Optimized: 1828366 visible clusters (6.09%)
    Total clusters visible: 30025888
    Average clusters visible: 4983
    Building PAS...
    Average clusters audible: 6002
    visdatasize:8830095 compressed from 9158000
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\project_teach_safewen_mvm.bsp
    1 minute, 43 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" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\project_teach_safewen_mvm"

    Valve Software - vrad.exe SSE (Jun 14 2017)

    Valve Radiosity Simulator
    4 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\tf\maps\project_teach_safewen_mvm.bsp
    Setting up ray-trace acceleration structure... Done (7.58 seconds)
    15629 faces
    57 degenerate faces
    5726261 square feet [824581632.00 square inches]
    136 Displacements
    658175 Square Feet [94777248.00 Square Inches]
    15572 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
    131492 patches after subdivision
    sun extent from map=0.008727
    45 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (64)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (177)
    transfers 20438545, max 3650
    transfer lists: 155.9 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(nan, nan, nan)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(nan, nan, nan)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #3 added RGB(nan, nan, nan)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(nan, nan, nan)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(nan, nan, nan)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #6 added RGB(nan, nan, nan)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(nan, nan, nan)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(nan, nan, nan)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #9 added RGB(nan, nan, nan)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(nan, nan, nan)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(nan, nan, nan)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #12 added RGB(nan, nan, nan)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added RGB(nan, nan, nan)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #14 added RGB(nan, nan, nan)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #15 added RGB(nan, nan, nan)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #16 added RGB(nan, nan, nan)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #17 added RGB(nan, nan, nan)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #18 added RGB(nan, nan, nan)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #19 added RGB(nan, nan, nan)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #20 added RGB(nan, nan, nan)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #21 added RGB(nan, nan, nan)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #22 added RGB(nan, nan, nan)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #23 added RGB(nan, nan, nan)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #24 added RGB(nan, nan, nan)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #25 added RGB(nan, nan, nan)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #26 added RGB(nan, nan, nan)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #27 added RGB(nan, nan, nan)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #28 added RGB(nan, nan, nan)
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    Build Patch/Sample Hash Table(s).....Done<0.0819 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (21)
    FinalLightFace Done
    2 of 6 (33% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (53)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 31/1024 1488/49152 ( 3.0%)
    brushes 1920/8192 23040/98304 (23.4%)
    brushsides 25440/65536 203520/524288 (38.8%)
    planes 33668/65536 673360/1310720 (51.4%)
    vertexes 24570/65536 294840/786432 (37.5%)
    nodes 12308/65536 393856/2097152 (18.8%)
    texinfos 2287/12288 164664/884736 (18.6%)
    texdata 57/2048 1824/65536 ( 2.8%)
    dispinfos 136/0 23936/0 ( 0.0%)
    disp_verts 8152/0 163040/0 ( 0.0%)
    disp_tris 12992/0 25984/0 ( 0.0%)
    disp_lmsamples 720801/0 720801/0 ( 0.0%)
    faces 15629/65536 875224/3670016 (23.8%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 5670/65536 317520/3670016 ( 8.7%)
    leaves 12340/65536 394880/2097152 (18.8%)
    leaffaces 17275/65536 34550/131072 (26.4%)
    leafbrushes 11877/65536 23754/131072 (18.1%)
    areas 3/256 24/2048 ( 1.2%)
    surfedges 99379/512000 397516/2048000 (19.4%)
    edges 53929/256000 215716/1024000 (21.1%)
    LDR worldlights 45/8192 3960/720896 ( 0.5%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 1/32768 12/393216 ( 0.0%)
    waterstrips 1871/32768 18710/327680 ( 5.7%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 28638/65536 57276/131072 (43.7%)
    cubemapsamples 1/1024 16/16384 ( 0.1%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 8222468/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 8830095/16777216 (52.6%)
    entdata [variable] 100957/393216 (25.7%)
    LDR ambient table 12340/65536 49360/262144 (18.8%)
    HDR ambient table 12340/65536 49360/262144 (18.8%)
    LDR leaf ambient 44821/65536 1254988/1835008 (68.4%)
    HDR leaf ambient 12340/65536 345520/1835008 (18.8%)
    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] 1/29636 ( 0.0%)
    pakfile [variable] 216280/0 ( 0.0%)
    physics [variable] 2201047/4194304 (52.5%)
    physics terrain [variable] 0/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 45459
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\project_teach_safewen_mvm.bsp
    5 minutes, 57 seconds elapsed

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


    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" +map "project_teach_safewen_mvm" -steam
     
  2. TheEngineerGuy

    TheEngineerGuy L1: Registered

    Messages:
    47
    Positive Ratings:
    4
    Since i am new to mapping, please answer while giving a clear description on what it is and how to solve it.

    Thanks! ;)
     
  3. TheEngineerGuy

    TheEngineerGuy L1: Registered

    Messages:
    47
    Positive Ratings:
    4
    All entities seem to be fine, i do have a skybox with light_environment which looks okay in-game. Also the water i made is fine
     
  4. Infomaniac

    Infomaniac L6: Sharp Member

    Messages:
    341
    Positive Ratings:
    168
    -findportalside: couldn't find a good match for which brush to assign to a portal near (1615.7 -89.8 -7.0)

    -material mayan_beach/nature/island_grass_to_dirt01 uses unknown detail object type tf_forest_grass!

    -static prop models/props_mayan/detail_blocks/wall_stone_large01.mdl outside the map (-1036.00, -798.00, -14.00)

    -make_triangles:calc_triangle_representation: cannot convert

    Found these lovely errors in the log checker.



     
  5. TheEngineerGuy

    TheEngineerGuy L1: Registered

    Messages:
    47
    Positive Ratings:
    4
    How can i fix it?
     
  6. Viperi

    aa Viperi 100% might be snake

    Messages:
    999
    Positive Ratings:
    550
    If it isn't a leak, first one could be a invalid solid structure, check for 'em with alt+p. iirc second one uses custom sprites that came with the pack, I don't remember it's name though. Third means one of your prop's bounding boxes is sticking out to the void, look for the coordinates and fix it. Fourth one, probably invalid solid structure as well.
     
  7. Lampenpam

    aa Lampenpam

    Messages:
    1,019
    Positive Ratings:
    337
    This is only a minor issue for compiling but you probably are using displacements incorrectly. When you create displacements, only select the face that is supposed to be a displacement. When you select all sides of the brush when turning it into displacements then you have a couple of unneeded dispacement faces, which cause minor lighting error. To remove the unneeded displacement faces, select only those in the texture tool, go to displacement tap and click "destroy". Those face then simply disappear.
     
  8. TheEngineerGuy

    TheEngineerGuy L1: Registered

    Messages:
    47
    Positive Ratings:
    4
    I opened the error menu using alt+p and it only said the ''missing player_spawn and etity (logic_relay) has bad I/0 connections. No idea what that means tho
     
  9. TheEngineerGuy

    TheEngineerGuy L1: Registered

    Messages:
    47
    Positive Ratings:
    4
    Is there a way to bypass that? I do not want it happening again
     
  10. TheEngineerGuy

    TheEngineerGuy L1: Registered

    Messages:
    47
    Positive Ratings:
    4
    Decompiling now, lets see if you where right
     
  11. Viperi

    aa Viperi 100% might be snake

    Messages:
    999
    Positive Ratings:
    550
    1st you can ignore. Bad I/O means that the inputs inside one of your entities refers to something invalid (marked with red).
     
  12. Lampenpam

    aa Lampenpam

    Messages:
    1,019
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    No important errors that the issue tracker can detect. Missing player start is a left over from half life, ignore that. Bad I/O is just some logic input being used incorrectly but its not a huge issue.

    Anyway, this website: http://www.interlopers.net/errors/ is more handy to check for errors by pasting your log. You might have a leak, a borked model, or a borked brush. Also you are compiling with fast vis which I dont recommend and it's only like 15% fast so not worth it imo.

    From the three possible errors, I assume you have a leak, load your point file and fix it.

    If you are certain that there is no leak by not being anle to load a pointfile, use the cordon tool :cordonenable::cordonedit: to compile parts of your map until you can track down the area the issue is coming from. It might be a weird looking brush but rarely can be caused by a prop too.

    Uh, decompiling what?
     
  13. Muddy

    Server Staff Muddy Muddy

    Messages:
    2,391
    Positive Ratings:
    4,235
    I'm not seeing any leak errors. In my experience, FindPortalSide errors tend to occur when you have geometry that's so complex that the compiler is getting confused. Go to the co-ordinates it gives you and try fiddling with (or even remaking entirely) the brushes in that area
     
    • Agree Agree x 1
  14. TheEngineerGuy

    TheEngineerGuy L1: Registered

    Messages:
    47
    Positive Ratings:
    4
    For some reason my crappy laptop can't decompile when it's not in fast vis. Which is why is use it
     
  15. Lampenpam

    aa Lampenpam

    Messages:
    1,019
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    oh you mean just compiling. "decompile" is reversing a compiled map to a vmf which you aren't doing.

    You should get vis to work on fast, or it its a major optimization issues. if the compiler freezes, let it be. It's still compiling. However this is probably not the cause of the black brushes problem.
     
    • Thanks Thanks x 1
  16. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

    Messages:
    829
    Positive Ratings:
    562
    Is the origin of your world located within a brush face? I've had similar problems with brush faces appearing completely dark, and the problem was alleviated when I shifted the world so that the origin wasn't in a brush face.

    Also, compiling can take a long time, and there may be periods where it appears the compiler is doing nothing, but actually something is happening. Just wait a while, it'll eventually finish.
     
  17. TheEngineerGuy

    TheEngineerGuy L1: Registered

    Messages:
    47
    Positive Ratings:
    4
    Yes, the problem was indeed the displacements. It works perfectly now, THANK YOU SO MUCH!!! :p;):)
     
  18. Lampenpam

    aa Lampenpam

    Messages:
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    Hu really? The error I described never causes your map to go black though, it just wastes resources and adds unneeded shadows.

    I assume one displacement was a bit too wonky. Sometimes they are too large or hammer just doesn't like their size, and by removing the unneeded displacements you removed a more invalid displacement in the process.
    Well two birds with one stone I guess.