Blue/black models glitch

Discussion in 'Mapping Questions & Discussion' started by Player1, Jun 10, 2013.

  1. Player1

    Player1 L1: Registered

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    Recently I started restarted working on a map I made a while ago. I lost the original vmf, so I decompiled my last version of it. Whenever I run the map, some of my models turn bright blue or become totally back.

    The first time I read the compile log, I did have a leak, which I then fixed and recompiled, however the problem continued. I later double checked my areaportals I remade, but they all seemed fine; later deleted them but the model error continued. Additionally I reloaded my cubemaps, and then made new ones, but neither fixed the problem. Finally to try fix them, I deleted and replaced some models with new ones, this worked on 1-2, but did not fix most of them. Desperate at this point, I played with changing them to dynamic or static props, but neither worked. Additionally I played with the model settings and later copy/pasted separate parts of the map into a new map files, but the same models still showed up as bright blue or black.

    The only errors interlopers finds is "make_triangles:calc_triangle_representation: cannot convert", "found a displacement edge abutting multiple other edges", and "can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!".

    Using the first one's coordinates showed me my skybox, I checked each displacement and model, and later removed them, but this error stayed. The second one I checked most of my displacements, but I didn't find anything fitting the description interlopers has. The final one seems to be in most tf2 maps.

    Help anyone? I've spent about 7+ hours trying to fix it :(
     
  2. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Missing materials cause models to take on the pink-black checkerboard, entire models turning blue and black sounds like a. a video card problem or b. the models using different materials. Could you post some pictures, maybe?
     
  3. Player1

    Player1 L1: Registered

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    Now that I re-read that, it does sound like it was checker board, but it isn't.

    A model that is loaded fine, next to a blue one, next to a black one, http://i.imgur.com/yXY66IF.jpg

    The models do look like there is a leak, but I have not found any in my map, and no point file has been created. Most medieval brick models do this and a few rock ones, mainly rock008 if I recall.

    The same models work in other maps, but not this one for some reason.
     
    Last edited: Jun 11, 2013
  4. Lampenpam

    aa Lampenpam

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    It's maybe because they are into the wall. Try to use a info_lighting
    Or maybe you just used blue light? :>
     
  5. Little Dude

    Little Dude L4: Comfortable Member

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    To me it looks like it could be a lighting problem. When your map compiles, is vrad fully completing or is it being interrupted half way through? What are you compiling settings at?
     
  6. Player1

    Player1 L1: Registered

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    I didn't use a blue light, and I don't have much knowledge with info_lighting, but I'll look into it. That photo's lighting is just from the skybox.

    Vrad is fully completing, however for a few compiles it was saying vrad was completeting more than once. Perhaps it is still doing it twice, but I don't know why it would be.
    As for compile settings, I have everything on normal for hammer's + hdr, but I've been using vbct. Its set with hdr and is on full compile. But both are having the same problem.
     
  7. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Oh, I thought your models were solid black and blue. But yeah, this is just how Source does lighting. Without $staticproplighting in the compile options, VRAD finds the origin of the model and shades the entire thing based on that single point; as you can see, that's not the best option for some models. Using $staticproplighting makes VRAD calculate shading on a per-vertex basis, meaning a model can be half-lit and half-shadowed. For more information, read this nodraw.net article. In your case, however, you can probably get away with just using info_lighting. Read up on the VDC if you don't know what it does/how to use it.
     
  8. Player1

    Player1 L1: Registered

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    That fixed it, thanks