Bizarre VVIS bug

Discussion in 'Mapping Questions & Discussion' started by zornor, Feb 14, 2010.

  1. zornor

    zornor L4: Comfortable Member

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    I took note of my map while it was compiling for once and noticed this:

    Code:
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\roflmaonubcake\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -leaktest -game "c:\program files\steam\steamapps\roflmaonubcake\team fortress 2\tf" "c:\program files\steam\steamapps\roflmaonubcake\sourcesdk_content\tf\mapsrc\pl_abyss_a2"
    
    Valve Software - vbsp.exe (May 19 2009)
    leaktest = true
    2 threads
    materialPath: c:\program files\steam\steamapps\roflmaonubcake\team fortress 2\tf\materials
    Loading c:\program files\steam\steamapps\roflmaonubcake\sourcesdk_content\tf\mapsrc\pl_abyss_a2.vmf
    Patching WVT material: maps/pl_abyss_a2/nature/blendrockgroundwall004_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 (1)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 92 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing c:\program files\steam\steamapps\roflmaonubcake\sourcesdk_content\tf\mapsrc\pl_abyss_a2.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_nightfall_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_nightfall_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_nightfall_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_nightfall_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 (1) (177974 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 939 texinfos to 442
    Reduced 72 texdatas to 68 (1466 bytes to 1337)
    Writing c:\program files\steam\steamapps\roflmaonubcake\sourcesdk_content\tf\mapsrc\pl_abyss_a2.bsp
    12 seconds elapsed
    
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\roflmaonubcake\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\roflmaonubcake\team fortress 2\tf" "c:\program files\steam\steamapps\roflmaonubcake\sourcesdk_content\tf\mapsrc\pl_abyss_a2"
    
    Valve Software - vvis.exe (May 19 2009)
    2 threads
    reading c:\program files\steam\steamapps\roflmaonubcake\sourcesdk_content\tf\mapsrc\pl_abyss_a2.bsp
    reading c:\program files\steam\steamapps\roflmaonubcake\sourcesdk_content\tf\mapsrc\pl_abyss_a2.prt
     [B]  1 portalclusters
       0 numportals
    [/B]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 (0)
    Optimized: 0 visible clusters (0.00%)
    Total clusters visible: 1
    Average clusters visible: 1
    Building PAS...
    Average clusters audible: 1
    visdatasize:14  compressed from 16
    writing c:\program files\steam\steamapps\roflmaonubcake\sourcesdk_content\tf\mapsrc\pl_abyss_a2.bsp
    [B]0 seconds elapsed[/B]
    
    Look carefully at VVIS. I apparently have NO PORTALS and it elapsed in 0 seconds. Using mat_wireframe 1 indeed confirms this as I can see the ENTIRE MAP AT ONCE. I'm pretty sure all I did was change some lightmaps around, too :<

    This map isn't just a big room or anything, either. It's the next version of the map in my signature, plus a skybox. I don't have any leaks.

    I already used the Interlopers error checker but it just gives me the good ol' "can't load skybox file skybox/sky_nightfall_01 to build the default cubemap!"

    I'm almost certain my map isn't encased in a giant func_viscluster.

    Any ideas?

    EDIT: I think it either solved itself or deleting the extra sky_camera did it.
     
    Last edited: Feb 14, 2010
  2. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    You are correct about the sky_camera. I am assuming it was the one you accidentally left over in the main map when copying stuff for the 3D sky? What happens is the sky_camera prevents any leaves from being created in any volume it is in, because the 3D sky doesn't/can't make use of vis data anyway.
     
  3. gamemaster1996

    gamemaster1996 L13: Stunning Member

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    I did that once you can usually tell when you can see the map lowered in the skybox.
    Although sometimes this can be funny, me and my friend were fighting over 2 copies of the map with the same entities. :)
     
  4. zornor

    zornor L4: Comfortable Member

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    Exactly right on what I did, Booj. I didn't notice at first because it picked the right sky_camera to use (probably because my skybox is north to the map rather than east/south).