all world brushes are black???

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the box

L1: Registered
May 15, 2020
5
0
my map loads fine but all the sudden when i loaded it to test some health and ammo packs all the world geometry was black.
<<<<<COMPILE LOG>>>>>>
** 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_coke_factory.vmf"

Valve Software - vbsp.exe (Jun 18 2021)
12 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_coke_factory.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/cp_coke_factory/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/cp_coke_factory/dev/dev_blendmeasure_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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_coke_factory.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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) (253498 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 856 texinfos to 570
Reduced 44 texdatas to 38 (1134 bytes to 914)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_coke_factory.bsp
Wrote ZIP buffer, estimated size 2380, actual size 1764
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" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_coke_factory"

Valve Software - vvis.exe (Jun 18 2021)
12 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_coke_factory.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_coke_factory.prt
1105 portalclusters
3053 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (19)
Optimized: 3038 visible clusters (0.92%)
Total clusters visible: 331575
Average clusters visible: 300
Building PAS...
Average clusters audible: 919
visdatasize:272650 compressed from 318240
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_coke_factory.bsp
19 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\sourcesdk_content\tf\mapsrc\cp_coke_factory"

Valve Software - vrad.exe SSE (Jun 18 2021)

Valve Radiosity Simulator
12 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_coke_factory.bsp
Setting up ray-trace acceleration structure... Done (0.61 seconds)
4098 faces
1024249 square feet [147491968.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
4098 patches before subdivision
zero area child patch
zero area child patch
69274 patches after subdivision
sun extent from map=0.000000
24 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 7923918, max 764
transfer lists: 60.5 megs
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Build Patch/Sample Hash Table(s).....Done<0.0144 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 (2)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 33/1024 1584/49152 ( 3.2%)
brushes 723/8192 8676/98304 ( 8.8%)
brushsides 4846/65536 38768/524288 ( 7.4%)
planes 1628/65536 32560/1310720 ( 2.5%)
vertexes 5894/65536 70728/786432 ( 9.0%)
nodes 2272/65536 72704/2097152 ( 3.5%)
texinfos 570/12288 41040/884736 ( 4.6%)
texdata 38/2048 1216/65536 ( 1.9%)
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 4098/65536 229488/3670016 ( 6.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2137/65536 119672/3670016 ( 3.3%)
leaves 2306/65536 73792/2097152 ( 3.5%)
leaffaces 4862/65536 9724/131072 ( 7.4%)
leafbrushes 1515/65536 3030/131072 ( 2.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 27947/512000 111788/2048000 ( 5.5%)
edges 16562/256000 66248/1024000 ( 6.5%)
LDR worldlights 24/8192 2112/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 351/32768 3510/327680 ( 1.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5454/65536 10908/131072 ( 8.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 4/512 1408/180224 ( 0.8%)
LDR lightdata [variable] 2570660/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 272650/16777216 ( 1.6%)
entdata [variable] 21625/393216 ( 5.5%)
LDR ambient table 2306/65536 9224/262144 ( 3.5%)
HDR ambient table 2306/65536 9224/262144 ( 3.5%)
LDR leaf ambient 5440/65536 152320/1835008 ( 8.3%)
HDR leaf ambient 2306/65536 64568/1835008 ( 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] 1/26266 ( 0.0%)
pakfile [variable] 1764/0 ( 0.0%)
physics [variable] 253498/4194304 ( 6.0%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 11220
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_coke_factory.bsp
13 seconds elapsed

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

Attachments

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AlexEatDonut

L3: Member
May 9, 2018
107
45
I have suffured from this a while back. This is when one of my func_detail entity was "corrupted" of some sort. Check them with the entity report, if you can't spot an odd one, remake them, all of them, then if the problem persists, come back.
 

MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
88
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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 (0)
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 (0)
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 (0)
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)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #29 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #30 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #31 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #32 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #33 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #34 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #35 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #36 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #37 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #38 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #39 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #40 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #41 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #42 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #43 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #44 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #45 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #46 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #47 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #48 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #49 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #50 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #51 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #52 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #53 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #54 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #55 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #56 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #57 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #58 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #59 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #60 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #61 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #62 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #63 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #64 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #65 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #66 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #67 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #68 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #69 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #70 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #71 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #72 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #73 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #74 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #75 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #76 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #77 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #78 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #79 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #80 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #81 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #82 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #83 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #84 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #85 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #86 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #87 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #88 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #89 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #90 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #91 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #92 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #93 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #94 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #95 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #96 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #97 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #98 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #99 added RGB(nan, nan, nan)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #100 added RGB(nan, nan, nan)
Is your light_env entity inside of a solid by any chance?