Black Faces In-Game - Lightmap Values All 0

  • Site Migration: See bugs? Report them here. Want something changed or have an idea? Suggest it here.

theatreTECHIE

Yet another Techie for the net...
aa
Jun 19, 2015
445
I've been having an issue on some surfaces where all of the lightmap values are 0 after compiling. I have a feeling that it has something to do with VRAD missing some faces during compile. Is there any way to run VRAD again, with it only updating the faces that are black (maybe by inputting a certain list of faceids), or is there some trick in hammer to make the faces recognized by the compiler?

I know that there is the VradFix program, but I don't want to have to go through multiple faces, adjusting each lightmap until it's perfectly set.

A picture of what I'm talking about:
20171219144938_1.jpg
 

theatreTECHIE

Yet another Techie for the net...
aa
Jun 19, 2015
445
Compile Log:
Code:
Starting a 'Publish' compile.
Starting compilation of pl_vigil_b8
Valve Software - vbsp.exe (Oct 14 2017)
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\pl_vigil_b8.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/pl_vigil_b8/props_vigil/vigil_grasstorock_wvt_patch
Patching WVT material: maps/pl_vigil_b8/pl_barnblitz/blendmetalroofsnow_02_wvt_patch
Patching WVT material: maps/pl_vigil_b8/nature/blendgroundtograss007_reducedetail_wvt_patch
Patching WVT material: maps/pl_vigil_b8/pl_barnblitz/blendmetalroofsnow_03_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 4572 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
Warning: area portal has 512 verts. Could be a vbsp bug.
Warning: area portal has 512 verts. Could be a vbsp bug.
done (2)
writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_vigil_b8.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_vigil_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_vigil_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_vigil_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_vigil_01 to build the default cubemap!
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...
done (1) (1820550 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 8740 texinfos to 6846
Reduced 247 texdatas to 227 (6823 bytes to 6217)
Writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_vigil_b8.bsp
Wrote ZIP buffer, estimated size 20659, actual size 15085
15 seconds elapsed
Valve Software - vvis.exe (Oct 14 2017)
8 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_vigil_b8.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_vigil_b8.prt
3647 portalclusters
10762 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (2)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (22519)
Optimized: 23453 visible clusters (1.19%)
Total clusters visible: 1965775
Average clusters visible: 539
Building PAS...
Average clusters audible: 2059
visdatasize:1953339  compressed from 3326064
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_vigil_b8.bsp
6 hours, 15 minutes, 21 seconds elapsed
Valve Software - vrad.exe SSE (Oct 14 2017)

      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\pl_vigil_b8.bsp
Setting up ray-trace acceleration structure... Done (31.43 seconds)
16910 faces
1 degenerate faces
7477001 square feet [1076688128.00 square inches]
957 Displacements
2387401 Square Feet [343785856.00 Square Inches]
16909 patches before subdivision
301941 patches after subdivision
sun extent from map=0.000000
247 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (806)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (79)
transfers 27285472, max 751
transfer lists: 208.2 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(2319114, 1551248, 1141706)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(332640, 183907, 115505)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(79368, 38829, 22458)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(21842, 9277, 4684)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(7018, 2684, 1232)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(2417, 832, 339)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #7 added RGB(883, 277, 102)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(334, 96, 31)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(130, 34, 10)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(52, 12, 3)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(21, 5, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #12 added RGB(9, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added RGB(4, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #14 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #15 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.2276 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (24)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (30)
Writing leaf ambient...done
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (56)

Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                 101/1024         4848/49152    ( 9.9%)
brushes               5058/8192        60696/98304    (61.7%)
brushsides           37634/65536      301072/524288   (57.4%)
planes               19260/65536      385200/1310720  (29.4%)
vertexes             34669/65536      416028/786432   (52.9%)
nodes                 7873/65536      251936/2097152  (12.0%)
texinfos              6846/12288      492912/884736   (55.7%)
texdata                227/2048         7264/65536    (11.1%)
dispinfos              957/0          168432/0        ( 0.0%)
disp_verts           27509/0          550180/0        ( 0.0%)
disp_tris            36768/0           73536/0        ( 0.0%)
disp_lmsamples     4789960/0         4789960/0        ( 0.0%)
faces                16910/65536      946960/3670016  (25.8%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces            11860/65536      664160/3670016  (18.1%)
leaves                7975/65536      255200/2097152  (12.2%)
leaffaces            24120/65536       48240/131072   (36.8%)
leafbrushes          17466/65536       34932/131072   (26.7%)
areas                   21/256           168/2048     ( 8.2%)
surfedges           135078/512000     540312/2048000  (26.4%)
edges                89493/256000     357972/1024000  (35.0%)
LDR worldlights        247/8192        21736/720896   ( 3.0%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips           2995/32768       29950/327680   ( 9.1%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         60408/65536      120816/131072   (92.2%) VERY FULL!
cubemapsamples         252/1024         4032/16384    (24.6%)
overlays               175/512         61600/180224   (34.2%)
LDR lightdata         [variable]    15762264/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]     1953339/16777216 (11.6%)
entdata               [variable]      330965/393216   (84.2%) VERY FULL!
LDR ambient table     7975/65536       31900/262144   (12.2%)
HDR ambient table     7975/65536       31900/262144   (12.2%)
LDR leaf ambient     46181/65536     1293068/1835008  (70.5%)
HDR leaf ambient      7975/65536      223300/1835008  (12.2%)
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]           1/1803044  ( 0.0%)
dtl prp lght          [variable]           1/4        (25.0%)
HDR dtl prp lght      [variable]           1/4        (25.0%)
static props          [variable]           1/138296   ( 0.0%)
pakfile               [variable]     7909685/0        ( 0.0%)
physics               [variable]     1820550/4194304  (43.4%)
physics terrain       [variable]      170605/1048576  (16.3%)

Level flags = 1

Total triangle count: 53591
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_vigil_b8.bsp
17 minutes, 20 seconds elapsed
Valve Software - vrad.exe SSE (Oct 14 2017)

      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\pl_vigil_b8.bsp
Setting up ray-trace acceleration structure... Done (31.54 seconds)
16910 faces
1 degenerate faces
7477001 square feet [1076688128.00 square inches]
957 Displacements
2387401 Square Feet [343785856.00 Square Inches]
16909 patches before subdivision
301941 patches after subdivision
sun extent from map=0.000000
247 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (799)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (77)
transfers 27285472, max 751
transfer lists: 208.2 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(2319116, 1551249, 1141706)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(332640, 183907, 115505)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(79368, 38829, 22458)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #4 added RGB(21842, 9277, 4684)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(7018, 2684, 1232)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(2417, 832, 339)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(883, 277, 102)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(334, 96, 31)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(130, 34, 10)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #10 added RGB(52, 12, 3)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(21, 5, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #12 added RGB(9, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added RGB(4, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #14 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #15 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.2430 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (23)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (29)
Writing leaf ambient...done
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (53)

Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                 101/1024         4848/49152    ( 9.9%)
brushes               5058/8192        60696/98304    (61.7%)
brushsides           37634/65536      301072/524288   (57.4%)
planes               19260/65536      385200/1310720  (29.4%)
vertexes             34669/65536      416028/786432   (52.9%)
nodes                 7873/65536      251936/2097152  (12.0%)
texinfos              6846/12288      492912/884736   (55.7%)
texdata                227/2048         7264/65536    (11.1%)
dispinfos              957/0          168432/0        ( 0.0%)
disp_verts           27509/0          550180/0        ( 0.0%)
disp_tris            36768/0           73536/0        ( 0.0%)
disp_lmsamples     4789960/0         4789960/0        ( 0.0%)
faces                16910/65536      946960/3670016  (25.8%)
hdr faces            16910/65536      946960/3670016  (25.8%)
origfaces            11860/65536      664160/3670016  (18.1%)
leaves                7975/65536      255200/2097152  (12.2%)
leaffaces            24120/65536       48240/131072   (36.8%)
leafbrushes          17466/65536       34932/131072   (26.7%)
areas                   21/256           168/2048     ( 8.2%)
surfedges           135078/512000     540312/2048000  (26.4%)
edges                89493/256000     357972/1024000  (35.0%)
LDR worldlights        247/8192        21736/720896   ( 3.0%)
HDR worldlights        247/8192        21736/720896   ( 3.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips           2995/32768       29950/327680   ( 9.1%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         60408/65536      120816/131072   (92.2%) VERY FULL!
cubemapsamples         252/1024         4032/16384    (24.6%)
overlays               175/512         61600/180224   (34.2%)
LDR lightdata         [variable]    15762264/0        ( 0.0%)
HDR lightdata         [variable]    15762264/0        ( 0.0%)
visdata               [variable]     1953339/16777216 (11.6%)
entdata               [variable]      330965/393216   (84.2%) VERY FULL!
LDR ambient table     7975/65536       31900/262144   (12.2%)
HDR ambient table     7975/65536       31900/262144   (12.2%)
LDR leaf ambient     46181/65536     1293068/1835008  (70.5%)
HDR leaf ambient     46182/65536     1293096/1835008  (70.5%)
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]           1/1803044  ( 0.0%)
dtl prp lght          [variable]           1/4        (25.0%)
HDR dtl prp lght      [variable]           1/4        (25.0%)
static props          [variable]           1/138296   ( 0.0%)
pakfile               [variable]    15815213/0        ( 0.0%)
physics               [variable]     1820550/4194304  (43.4%)
physics terrain       [variable]      170605/1048576  (16.3%)

Level flags = 3

Total triangle count: 53591
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_vigil_b8.bsp
17 minutes, 7 seconds elapsed
C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_vigil_b8.bsp -> C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\pl_vigil_b8.bsp
1 File(s) copied
CompilePal - Cubemap Generator
Detecting HDR levels...
Map requires two sets of cubemaps
Compiling LDR cubemaps...
Compiling HDR cubemaps...
Cubemaps compiled

CompilePal - Automated Packaging
Finding sources of game content...
Found search paths...
Found wildcard path: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\
Found search path: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf
Found search path: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\bin
Found search path: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download
Reading BSP...
Initializing pak file...
Writing file list...
Running bspzip...
Opening bsp file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\pl_vigil_b8.bsp
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/vigil_dome_doorr.mdl
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/vigil_dome_doorr.dx80.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/vigil_dome_doorr.dx90.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/vigil_dome_doorr.sw.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/vigil_dome_doorr.vvd
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/materials/models/props_vigil/vigil_dome_doorR.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/materials/models/props_vigil/vigil_dome_doorR.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/materials/models/props_vigil/vigil_dome_door_bump.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/materials/models/props_vigil/vigil_dome_doorL.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/materials/models/props_vigil/vigil_dome_doorL.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/vigil_dome_doorl.mdl
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/vigil_dome_doorl.dx80.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/vigil_dome_doorl.dx90.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/vigil_dome_doorl.sw.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/vigil_dome_doorl.vvd
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/observatory_railing.mdl
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/observatory_railing.dx80.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/observatory_railing.dx90.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/observatory_railing.sw.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/observatory_railing.vvd
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/materials/models/props_vigil/vigil_dome_railing.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/materials/models/props_vigil/vigil_dome_railing.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/cliff_wall_vigil_mirrored.mdl
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/cliff_wall_vigil_mirrored.dx80.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/cliff_wall_vigil_mirrored.dx90.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/cliff_wall_vigil_mirrored.sw.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/cliff_wall_vigil_mirrored.vvd
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/materials/models/props_vigil/cliff_wall_vigil.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/materials/models/props_vigil/cliff_wall_vigil.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/cliff_wall_vigil.mdl
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/cliff_wall_vigil.dx80.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/cliff_wall_vigil.dx90.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/cliff_wall_vigil.sw.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/cliff_wall_vigil.vvd
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/telescope001_skybox.mdl
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/telescope001_skybox.dx80.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/telescope001_skybox.dx90.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/telescope001_skybox.sw.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/telescope001_skybox.vvd
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/materials/models/props_vigil/telescope001.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/materials/models/props_vigil/telescope001.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/observatory_railing_skybox.mdl
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/observatory_railing_skybox.dx80.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/observatory_railing_skybox.dx90.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/observatory_railing_skybox.sw.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/observatory_railing_skybox.vvd
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/vigil_dome.mdl
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/vigil_dome.dx80.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/vigil_dome.dx90.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/vigil_dome.sw.vtx
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/models/props_vigil/vigil_dome.vvd
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/materials/models/props_vigil/vigil_dome_texture.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/materials/models/props_vigil/vigil_dome_texture.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/materials/PROPS_VIGIL/VIGIL_GRASSTOROCK.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/materials/PROPS_VIGIL/SLIPPERY_BLOCKBULLETS.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/materials/PROPS_VIGIL/VIGIL_CLOUDS_GRADIENT_B.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/materials/props_vigil/vigil_clouds_gradient_b.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/materials/PROPS_VIGIL/VIGIL_ACKNOWLEDGEMENTS.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/materials/props_vigil/vigil_acknowledgements.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/materials/PROPS_VIGIL/VIGIL_CLOUDS.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/materials/props_vigil/vigil_clouds.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/materials/PROPS_VIGIL/VIGIL_CLOUDS_SOLID.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/materials/PROPS_VIGIL/VIGIL_CLOUDS_GRADIENT.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\props_vigil/materials/props_vigil/vigil_clouds_gradient.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf/materials/skybox/sky_vigil_01bk.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf/materials/skybox/sky_vigil_01_hdrbk.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf/materials/skybox/sky_vigil_01bk.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf/materials/skybox/sky_vigil_01_hdrbk.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf/materials/skybox/sky_vigil_01dn.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf/materials/skybox/sky_vigil_01_hdrdn.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf/materials/skybox/sky_vigil_01dn.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf/materials/skybox/sky_vigil_01_hdrdn.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf/materials/skybox/sky_vigil_01ft.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf/materials/skybox/sky_vigil_01_hdrft.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf/materials/skybox/sky_vigil_01ft.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf/materials/skybox/sky_vigil_01_hdrft.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf/materials/skybox/sky_vigil_01lf.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf/materials/skybox/sky_vigil_01_hdrlf.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf/materials/skybox/sky_vigil_01lf.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf/materials/skybox/sky_vigil_01_hdrlf.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf/materials/skybox/sky_vigil_01rt.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf/materials/skybox/sky_vigil_01_hdrrt.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf/materials/skybox/sky_vigil_01rt.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf/materials/skybox/sky_vigil_01_hdrrt.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf/materials/skybox/sky_vigil_01up.vmt
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf/materials/skybox/sky_vigil_01_hdrup.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf/materials/skybox/sky_vigil_01up.vtf
Adding file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf/materials/skybox/sky_vigil_01_hdrup.vmt
Writing new bsp file: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\pl_vigil_b8.bsp

Valve Software - bspzip.exe (Oct 14 2017)
Finished!
---------------------
25 materials found
8 models found
0 particle files found
0 sounds found
additional files:
---------------------

Valve Software - bspzip.exe (Oct 14 2017)
Warning: falling back to auto detection of vproject directory.
Repacking C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\pl_vigil_b8.bsp
Successfully repacked C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\pl_vigil_b8.bsp -- 113073544 -> 35621959 bytes
CompilePal - Shutdown
The system will shutdown soon.
You can cancel this shutdown by using the command "shutdown -a"
'Publish' compile finished in 06:56:45
3 errors/warnings logged:
  3 errors/warnings logged for pl_vigil_b8:
    ● 2x: Caution: Can't load skybox file [sub:1] to build the default cubemap!
    ● 1x: Info: Found a displacement edge abutting multiple other edges

So according to the log, there's only one degenerate face, which doesn't account for the multiple black patches around the dome. (Although it may just come down to trying to make all the brushes again)
As for settings, publish has VRAD parameters "-final -StaticPropLighting -StaticPropPolys -both" in addition to the general perameters (-game, etc)
Pack is also run in verbose, hence the massive dump of added files.
 

theatreTECHIE

Yet another Techie for the net...
aa
Jun 19, 2015
445
I found a few potential workarounds to getting the faces to be lit properly.

The first is to func_detail certain brushes (in this case, I func_detailed the doorway trims, and it removed most of the black faces).

The brushes that still had black faces that I wanted to still block vis I used the clipping tool to cut in some way to remove the black faces. This was much more unreliable than the func_detailing, since sometimes there would still be a black face.

A quick note: Remaking the brushes didn't solve my problem, and sometimes made it worse. Additionally this always happened on or near geometry that had off-grid vertices. Yet another reason to avoid going off grid.
 
Mar 23, 2013
1,015
Cant you edit the brushes so that they are on the grid?

Also do you have overlapping brushes?