All textures on map are black, tried everything [FIXED]

Discussion in 'Mapping Questions & Discussion' started by Hondje!, Sep 15, 2017.

  1. Hondje!

    Hondje! L1: Registered

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    Inspired by https://tf2maps.net/threads/entire-map-black-please-help.21921/
    I get the same issue as that so i didnt feel like making my own seperate screenshot

    I have tried remaking the skybox so it doesnt leak at all. neither does it seem like its leaking
    I've checked for lights that are set to a negative value in brushes. And there is no brush anywhere near the origin.
    please help
     
    Last edited: Sep 15, 2017
  2. Da Spud Lord

    aa Da Spud Lord L0: Shitty Member

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    Is your map's origin within a brush?
    Also, post your compile log, please.
     
  3. Hondje!

    Hondje! L1: Registered

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    No it is not as I said, and sure.

    https://pastebin.com/f7kXrsJN
     
  4. Da Spud Lord

    aa Da Spud Lord L0: Shitty Member

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  5. Hondje!

    Hondje! L1: Registered

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    Yeah. Just one big log
     
  6. Micnax

    aa Micnax I maek map

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    VRAD is done twice on HDR + LDR compiles
     
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  7. Lampenpam

    aa Lampenpam

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    mind that the website isn't perfect and some errors arent listed so look at the log yourself as well. There are some obvious errors in the log.

     
  8. Hondje!

    Hondje! L1: Registered

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    I'm not a very experienced mapper, could you give me a brief explaination of what that means as I have no idea.

    (the whole string below that^)
     
  9. Viperi

    aa Viperi not actually a snek

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    Since there's no leak or anything yet it's still showing zero area child patch, my best guess is an invalid solid. Alt+P to use the error checker to see if there's a 'invalid solid structure', and if you did find one, remove it.
     
  10. Hondje!

    Hondje! L1: Registered

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    Already tried, didn't find any errors this way.

    this is what the map looks like [​IMG]
     
    Last edited: Sep 16, 2017
  11. Lampenpam

    aa Lampenpam

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    Compile parts of your map with the cordon tool :cordonedit::cordonenable: and see in which area of your level the error occurs. This way you might be able to hunt down the offending object, which is likely a brush.
    The cordon tool allows to compile selected parts of your level without a leak.
     
  12. Hondje!

    Hondje! L1: Registered

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    Didn't work. I chose a random part of the map and did it. The tunnel under the cap was properly lit and textured however the top of it was messed up. Is there any other fix?
     
  13. Empyre

    Empyre L6: Sharp Member

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    The idea is to keep cordoning off different areas until you find where the problem is, and then cordon off smaller parts of that area to narrow it down.
     
  14. Hondje!

    Hondje! L1: Registered

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    [FIXED] I changed the skybox, and moved the map around a bit to be like 20 units above the origin. Seemed to work.