Black map : SDK Lumberyard

Discussion in 'Mapping Questions & Discussion' started by reiste, Jan 18, 2013.

  1. reiste

    reiste L1: Registered

    Messages:
    3
    Positive Ratings:
    0
    Hi all, here is my problem...
    I'm doing some testing with the vmf of lumberyard provided in the source sdk, but when I compiled the map to see if the vmf is working, all the texture of the maps are black? An idea?

    Thanks :)

    Screenshot :
    [​IMG]

    Compile log (Normal mode + HDR) :
    Code:
    ** Executing...
    ** Command: "d:\jeux\steam\steamapps\reiste\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "d:\jeux\steam\steamapps\reiste\team fortress 2\tf" "D:\Jeux\Steam\SteamApps\reiste\sourcesdk_content\tf\mapsrc\sdk_arena_lumberyard.vmf"
    
    Valve Software - vbsp.exe (Oct 31 2012)
    4 threads
    materialPath: d:\jeux\steam\steamapps\reiste\team fortress 2\tf\materials
    Loading D:\Jeux\Steam\SteamApps\reiste\sourcesdk_content\tf\mapsrc\sdk_arena_lumberyard.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/sdk_arena_lumberyard/nature/blendgroundtograss007_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 1284 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing D:\Jeux\Steam\SteamApps\reiste\sourcesdk_content\tf\mapsrc\sdk_arena_lumberyard.prt...Building visibility clusters...
    done (1)
    *** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_trainyard_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 (0) (813536 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 4227 texinfos to 2891
    Reduced 104 texdatas to 100 (2463 bytes to 2339)
    Writing D:\Jeux\Steam\SteamApps\reiste\sourcesdk_content\tf\mapsrc\sdk_arena_lumberyard.bsp
    7 seconds elapsed
    
    ** Executing...
    ** Command: "d:\jeux\steam\steamapps\reiste\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "d:\jeux\steam\steamapps\reiste\team fortress 2\tf" "D:\Jeux\Steam\SteamApps\reiste\sourcesdk_content\tf\mapsrc\sdk_arena_lumberyard"
    
    Valve Software - vvis.exe (Oct 31 2012)
    4 threads
    reading d:\jeux\steam\steamapps\reiste\sourcesdk_content\tf\mapsrc\sdk_arena_lumberyard.bsp
    reading d:\jeux\steam\steamapps\reiste\sourcesdk_content\tf\mapsrc\sdk_arena_lumberyard.prt
     913 portalclusters
    3005 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 (258)
    Optimized: 4713 visible clusters (1.18%)
    Total clusters visible: 399316
    Average clusters visible: 437
    Building PAS...
    Average clusters audible: 910
    visdatasize:209140  compressed from 219120
    writing d:\jeux\steam\steamapps\reiste\sourcesdk_content\tf\mapsrc\sdk_arena_lumberyard.bsp
    4 minutes, 18 seconds elapsed
    
    ** Executing...
    ** Command: "d:\jeux\steam\steamapps\reiste\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -both -game "d:\jeux\steam\steamapps\reiste\team fortress 2\tf" "D:\Jeux\Steam\SteamApps\reiste\sourcesdk_content\tf\mapsrc\sdk_arena_lumberyard"
    
    Valve Software - vrad.exe SSE (Oct 31 2012)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading d:\jeux\steam\steamapps\reiste\sourcesdk_content\tf\mapsrc\sdk_arena_lumberyard.bsp
    Setting up ray-trace acceleration structure... Done (2.96 seconds)
    9110 faces
    6 degenerate faces
    1320124 square feet [190097888.00 square inches]
    64 Displacements
    171409 Square Feet [24682952.00 Square Inches]
    9104 patches before subdivision
    101462 patches after subdivision
    52 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (18)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (55)
    transfers 9933947, max 1192
    transfer lists:  75.8 megs
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    Build Patch/Sample Hash Table(s).....Done<0.0271 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (6)
    FinalLightFace Done
    Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
    12 of 12 (100% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (13)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                  15/1024          720/49152    ( 1.5%) 
    brushes               2281/8192        27372/98304    (27.8%) 
    brushsides           16787/65536      134296/524288   (25.6%) 
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    dispinfos               64/0           11264/0        ( 0.0%) 
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    faces                 9110/65536      510160/3670016  (13.9%) 
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    LDR ambient table     2086/65536        8344/262144   ( 3.2%) 
    HDR ambient table     2086/65536        8344/262144   ( 3.2%) 
    LDR leaf ambient     13647/65536      382116/1835008  (20.8%) 
    HDR leaf ambient      2086/65536       58408/1835008  ( 3.2%) 
    occluders               12/0             480/0        ( 0.0%) 
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    detail props          [variable]           1/1717972  ( 0.0%) 
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    physics               [variable]      813536/4194304  (19.4%) 
    physics terrain       [variable]       15826/1048576  ( 1.5%) 
    
    Level flags = 0
    
    Total triangle count: 29583
    Writing d:\jeux\steam\steamapps\reiste\sourcesdk_content\tf\mapsrc\sdk_arena_lumberyard.bsp
    1 minute, 59 seconds elapsed
    Valve Software - vrad.exe SSE (Oct 31 2012)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading d:\jeux\steam\steamapps\reiste\sourcesdk_content\tf\mapsrc\sdk_arena_lumberyard.bsp
    Setting up ray-trace acceleration structure... Done (2.91 seconds)
    9110 faces
    6 degenerate faces
    1320124 square feet [190097888.00 square inches]
    64 Displacements
    171409 Square Feet [24682952.00 Square Inches]
    9104 patches before subdivision
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    52 direct lights
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    Build Patch/Sample Hash Table(s).....Done<0.0321 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (7)
    FinalLightFace Done
    Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
    12 of 12 (100% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (12)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
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    brushes               2281/8192        27372/98304    (27.8%) 
    brushsides           16787/65536      134296/524288   (25.6%) 
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    vertexes             17515/65536      210180/786432   (26.7%) 
    nodes                 2070/65536       66240/2097152  ( 3.2%) 
    texinfos              2891/12288      208152/884736   (23.5%) 
    texdata                100/2048         3200/65536    ( 4.9%) 
    dispinfos               64/0           11264/0        ( 0.0%) 
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    disp_lmsamples      384440/0          384440/0        ( 0.0%) 
    faces                 9110/65536      510160/3670016  (13.9%) 
    hdr faces             9110/65536      510160/3670016  (13.9%) 
    origfaces             7053/65536      394968/3670016  (10.8%) 
    leaves                2086/65536       66752/2097152  ( 3.2%) 
    leaffaces            13098/65536       26196/131072   (20.0%) 
    leafbrushes           7950/65536       15900/131072   (12.1%) 
    areas                    3/256            24/2048     ( 1.2%) 
    surfedges            76037/512000     304148/2048000  (14.9%) 
    edges                49165/256000     196660/1024000  (19.2%) 
    LDR worldlights         52/8192         4576/720896   ( 0.6%) 
    HDR worldlights         52/8192         4576/720896   ( 0.6%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips           1342/32768       13420/327680   ( 4.1%) 
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    waterindices         31155/65536       62310/131072   (47.5%) 
    cubemapsamples          11/1024          176/16384    ( 1.1%) 
    overlays               143/512         50336/180224   (27.9%) 
    LDR lightdata         [variable]     4548032/0        ( 0.0%) 
    HDR lightdata         [variable]     4548032/0        ( 0.0%) 
    visdata               [variable]      209140/16777216 ( 1.2%) 
    entdata               [variable]       63112/393216   (16.1%) 
    LDR ambient table     2086/65536        8344/262144   ( 3.2%) 
    HDR ambient table     2086/65536        8344/262144   ( 3.2%) 
    LDR leaf ambient     13647/65536      382116/1835008  (20.8%) 
    HDR leaf ambient     13689/65536      383292/1835008  (20.9%) 
    occluders               12/0             480/0        ( 0.0%) 
    occluder polygons       18/0             216/0        ( 0.0%) 
    occluder vert ind       78/0             312/0        ( 0.0%) 
    detail props          [variable]           1/1717972  ( 0.0%) 
    dtl prp lght          [variable]           1/4        (25.0%) 
    HDR dtl prp lght      [variable]           1/4        (25.0%) 
    static props          [variable]           1/55856    ( 0.0%) 
    pakfile               [variable]        4635/0        ( 0.0%) 
    physics               [variable]      813536/4194304  (19.4%) 
    physics terrain       [variable]       15826/1048576  ( 1.5%) 
    
    Level flags = 0
    
    Total triangle count: 29583
    Writing d:\jeux\steam\steamapps\reiste\sourcesdk_content\tf\mapsrc\sdk_arena_lumberyard.bsp
    1 minute, 58 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "D:\Jeux\Steam\SteamApps\reiste\sourcesdk_content\tf\mapsrc\sdk_arena_lumberyard.bsp" "d:\jeux\steam\steamapps\reiste\team fortress 2\tf\maps\sdk_arena_lumberyard.bsp"
    
    
    ** Executing...
    ** Command: d:\jeux\steam\steam.exe
    ** Parameters: -applaunch 440 -game "d:\jeux\steam\steamapps\reiste\team fortress 2\tf"  +map "sdk_arena_lumberyard"
    
     
  2. The Asylum

    aa The Asylum

    Messages:
    1,658
    Positive Ratings:
    439
    Did you modify anything else besides a texture?
     
  3. Egan

    aa Egan

    Messages:
    1,313
    Positive Ratings:
    1,491
    Yeah, what Asylum said, you said you were testing things - did you change anything to your sdk_arena_lumberyard file? If not, I would recompile, retest the map. If still the textures are weird, I would check mat_fullbright 1 and see if that fixes it - if that console command does get rid of them then it is the lighting that is borked, if not then it is the textures.

    If you haven't done any serious changes you could also load up a fresh copy of the map file, and check if that fresh copy also experiences that problem.
     
  4. reiste

    reiste L1: Registered

    Messages:
    3
    Positive Ratings:
    0
    Hi all, I compile the original vmf provided by valve, not my modified version but I get the same problem in my modified version... :/

    With mat_fullbright 1 :
    [​IMG]
     
  5. Freyja

    aa Freyja ¯\_(ツ)_/¯

    Messages:
    2,851
    Positive Ratings:
    4,851
    This is a bug I encountered in Ventus too. Honestly, the only cause we could figure out is just source being completely source. We fixed it by moving the whole map down so that the origin wasn't in a brush and it seemed to work.
     
    • Thanks Thanks x 1
  6. grazr

    aa grazr Old Man Mutant Ninja Turtle

    Messages:
    5,436
    Positive Ratings:
    3,564
    Yea, for some reason the origin of the map is as sensitive as a ladies nipples. The origin should never be covered with a brush.

    Similar things happen when the 3dskybox covers the area of the actual map when translated back to scale, it blocks light into the actual map and you get this also.
     
    • Thanks Thanks x 1
    Last edited: Jan 19, 2013
  7. reiste

    reiste L1: Registered

    Messages:
    3
    Positive Ratings:
    0
    I moved the map and now it's working ! :D

    Thanks all :3