brushes suddenly all black.

Discussion in 'Mapping Questions & Discussion' started by grazr, Sep 14, 2010.

  1. grazr

    aa grazr Old Man Mutant Ninja Turtle

    Messages:
    5,436
    Positive Ratings:
    3,570
    Ok so literally the only change i made was adding 4 displacements into a smoothing group to fix a lightmap seem.

    Suddenly RAD decides it wants to compute 100 light bounces as opposed to the default 16 and my map compiles with black brushwork (models still lit properly).

    I have no idea why this is happening... removing the displacements from the smoothing group seems to have changed nothing.
     
  2. grazr

    aa grazr Old Man Mutant Ninja Turtle

    Messages:
    5,436
    Positive Ratings:
    3,570
    Heeeh, every time i compile it does something different, now it says there's a leak but there's no pointfile.
     
  3. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

    Messages:
    1,264
    Positive Ratings:
    748
    Do you have area portals? If yes, do you use cordon tools? If yes again then try without the cordon tools (or disable areaportals)

    Thats the only situation (beside lacking any object in the first place) i had before where i had a leak but no pointfile.
     
  4. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

    Messages:
    4,769
    Positive Ratings:
    5,535
    Are the bounces returning a value of -1? Sounds similar to an issue I had in the past.
    Side note, 100 bounces is the default setting, but it is only a max. It does as many or as few as it needs until the bounce will return zero in all values.

    Also, compile log, you know better! :p
     
  5. grazr

    aa grazr Old Man Mutant Ninja Turtle

    Messages:
    5,436
    Positive Ratings:
    3,570
    Heeeh, i think i found the problem. I left a square reference brush over 0 0 0 for reducing certain objects and moving them to the 3dskybox.

    I didn't consider it because i'd already made 2 compiles with it there without a problem.

    After 5 compiles it finally threw up the max triangles cannot convert with the coordinates: -0.101600 -1.690353 0.000000

    Light works now >.>
     
  6. grazr

    aa grazr Old Man Mutant Ninja Turtle

    Messages:
    5,436
    Positive Ratings:
    3,570
    Ok, i'm stumped.

    It turns out my map was only working because i happened to run it in fast which for some reason bypassed what ever was causing my map not to compile properly.

    Compile with only geometry:

    Code:
    ** Executing...
    ** Command: "g:\program files\valve\steam\steamapps\grazzer88@hotmail.com\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "g:\program files\valve\steam\steamapps\grazzer88@hotmail.com\team fortress 2\tf" "C:\Documents and Settings\Grazr\Desktop\AP\artpass_valvebaseb11.vmf"
    
    Valve Software - vbsp.exe (Jul  7 2010)
    2 threads
    materialPath: g:\program files\valve\steam\steamapps\grazzer88@hotmail.com\team fortress 2\tf\materials
    Loading C:\Documents and Settings\Grazr\Desktop\AP\artpass_valvebaseb11.vmf
    Patching WVT material: maps/artpass_valvebaseb11/nature/blendrockgroundwallforest_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    **** leaked ****
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 7488.0 -3160.0)
    Leaf 0 contents: CONTENTS_SOLID 
    Leaf 1 contents: 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 7488.0 1032.0)
    Leaf 0 contents: CONTENTS_SOLID 
    Leaf 1 contents: 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 8000.0 -2048.0)
    Leaf 0 contents: CONTENTS_SOLID 
    Leaf 1 contents: 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 7680.0 -2048.0)
    Leaf 0 contents: 
    Leaf 1 contents: CONTENTS_SOLID 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0 8192.0 -2048.0)
    Leaf 0 contents: 
    Leaf 1 contents: CONTENTS_SOLID 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 6656.0 -3160.0)
    Leaf 0 contents: CONTENTS_SOLID 
    Leaf 1 contents: 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 6656.0 1032.0)
    Leaf 0 contents: CONTENTS_SOLID 
    Leaf 1 contents: 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 6656.0 -2048.0)
    Leaf 0 contents: 
    Leaf 1 contents: CONTENTS_SOLID 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: 
    
    *** Suppressing further FindPortalSide errors.... ***
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_dustbowl_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) (289116 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9.Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    .Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    .Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    10
    Water found with no water_lod_control entity, creating a default one.
    Compacting texture/material tables...
    Reduced 1377 texinfos to 689
    Reduced 78 texdatas to 77 (1704 bytes to 1651)
    Writing C:\Documents and Settings\Grazr\Desktop\AP\artpass_valvebaseb11.bsp
    3 seconds elapsed
    
    ** Executing...
    ** Command: "g:\program files\valve\steam\steamapps\grazzer88@hotmail.com\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "g:\program files\valve\steam\steamapps\grazzer88@hotmail.com\team fortress 2\tf" -fast "C:\Documents and Settings\Grazr\Desktop\AP\artpass_valvebaseb11"
    
    Valve Software - vvis.exe (Jul  7 2010)
    fastvis = true
    2 threads
    reading c:\documents and settings\grazr\desktop\ap\artpass_valvebaseb11.bsp
    reading c:\documents and settings\grazr\desktop\ap\artpass_valvebaseb11.prt
    LoadPortals: couldn't read c:\documents and settings\grazr\desktop\ap\artpass_valvebaseb11.prt
    
    
    ** Executing...
    ** Command: "g:\program files\valve\steam\steamapps\grazzer88@hotmail.com\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters:  -game "g:\program files\valve\steam\steamapps\grazzer88@hotmail.com\team fortress 2\tf" -noextra "C:\Documents and Settings\Grazr\Desktop\AP\artpass_valvebaseb11"
    
    Valve Software - vrad.exe SSE (Jul  7 2010)
    
          Valve Radiosity Simulator     
    2 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:\documents and settings\grazr\desktop\ap\artpass_valvebaseb11.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (1.54 seconds)
    2831 faces
    2742147 square feet [394869184.00 square inches]
    153 Displacements
    461819 Square Feet [66501940.00 Square Inches]
    0 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (2)
    Build Patch/Sample Hash Table(s).....Done<0.0413 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (10)
    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 (244)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                   1/1024           48/49152    ( 0.1%) 
    brushes                853/8192        10236/98304    (10.4%) 
    brushsides            5255/65536       42040/524288   ( 8.0%) 
    planes                1548/65536       30960/1310720  ( 2.4%) 
    vertexes              6012/65536       72144/786432   ( 9.2%) 
    nodes                 2944/65536       94208/2097152  ( 4.5%) 
    texinfos               689/12288       49608/884736   ( 5.6%) 
    texdata                 77/2048         2464/65536    ( 3.8%) 
    dispinfos              153/0           26928/0        ( 0.0%) 
    disp_verts            7153/0          143060/0        ( 0.0%) 
    disp_tris            10656/0           21312/0        ( 0.0%) 
    disp_lmsamples      683596/0          683596/0        ( 0.0%) 
    faces                 2831/65536      158536/3670016  ( 4.3%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces             1664/65536       93184/3670016  ( 2.5%) 
    leaves                2946/65536       94272/2097152  ( 4.5%) 
    leaffaces             3124/65536        6248/131072   ( 4.8%) 
    leafbrushes           1657/65536        3314/131072   ( 2.5%) 
    areas                    1/256             8/2048     ( 0.4%) 
    surfedges            20000/512000      80000/2048000  ( 3.9%) 
    edges                12909/256000      51636/1024000  ( 5.0%) 
    LDR worldlights          0/8192            0/720896   ( 0.0%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            1/32768          12/393216   ( 0.0%) 
    waterstrips            283/32768        2830/327680   ( 0.9%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices          4527/65536        9054/131072   ( 6.9%) 
    cubemapsamples           0/1024            0/16384    ( 0.0%) 
    overlays                 0/512             0/180224   ( 0.0%) 
    LDR lightdata         [variable]     4341376/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]           0/16777216 ( 0.0%) 
    entdata               [variable]         346/393216   ( 0.1%) 
    LDR ambient table     2946/65536       11784/262144   ( 4.5%) 
    HDR ambient table     2946/65536       11784/262144   ( 4.5%) 
    LDR leaf ambient      1521/65536       42588/1835008  ( 2.3%) 
    HDR leaf ambient      2946/65536       82488/1835008  ( 4.5%) 
    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]           1/12       ( 8.3%) 
    pakfile               [variable]         811/0        ( 0.0%) 
    physics               [variable]      289116/4194304  ( 6.9%) 
    physics terrain       [variable]       27161/1048576  ( 2.6%) 
    
    Level flags = 0
    
    Total triangle count: 7698
    Writing c:\documents and settings\grazr\desktop\ap\artpass_valvebaseb11.bsp
    4 minutes, 17 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Documents and Settings\Grazr\Desktop\AP\artpass_valvebaseb11.bsp" "g:\program files\valve\steam\steamapps\grazzer88@hotmail.com\team fortress 2\tf\maps\artpass_valvebaseb11.bsp"
    Normal compile:

    Code:
    ** Executing...
    ** Command: "g:\program files\valve\steam\steamapps\grazzer88@hotmail.com\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "g:\program files\valve\steam\steamapps\grazzer88@hotmail.com\team fortress 2\tf" "C:\Documents and Settings\Grazr\Desktop\AP\artpass_valvebaseb11.vmf"
    
    Valve Software - vbsp.exe (Jul  7 2010)
    2 threads
    materialPath: g:\program files\valve\steam\steamapps\grazzer88@hotmail.com\team fortress 2\tf\materials
    Loading C:\Documents and Settings\Grazr\Desktop\AP\artpass_valvebaseb11.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/artpass_valvebaseb11/nature/blendrockgroundwallforest_wvt_patch
    Patching WVT material: maps/artpass_valvebaseb11/nature/blendgrassground001_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    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...
    Merged 2024 detail faces...done (1)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (2)
    writing C:\Documents and Settings\Grazr\Desktop\AP\artpass_valvebaseb11.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_dustbowl_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 (2) (1310876 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    ...10
    Compacting texture/material tables...
    Reduced 8272 texinfos to 5604
    Reduced 222 texdatas to 209 (5242 bytes to 4811)
    Writing C:\Documents and Settings\Grazr\Desktop\AP\artpass_valvebaseb11.bsp
    25 seconds elapsed
      -0.050800 -1.690353 0.000000
      0.101600 -1.690353 0.000000
      -0.101600 -1.690353 0.000000
      -0.101600 -1.370356 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
    
    ** Executing...
    ** Command: "g:\program files\valve\steam\steamapps\grazzer88@hotmail.com\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "g:\program files\valve\steam\steamapps\grazzer88@hotmail.com\team fortress 2\tf" "C:\Documents and Settings\Grazr\Desktop\AP\artpass_valvebaseb11"
    
    Valve Software - vvis.exe (Jul  7 2010)
    2 threads
    reading c:\documents and settings\grazr\desktop\ap\artpass_valvebaseb11.bsp
    reading c:\documents and settings\grazr\desktop\ap\artpass_valvebaseb11.prt
     957 portalclusters
    2456 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 (160)
    Optimized: 910 visible clusters (0.00%)
    Total clusters visible: 243857
    Average clusters visible: 254
    Building PAS...
    Average clusters audible: 627
    visdatasize:160017  compressed from 229680
    writing c:\documents and settings\grazr\desktop\ap\artpass_valvebaseb11.bsp
    2 minutes, 40 seconds elapsed
    
    ** Executing...
    ** Command: "g:\program files\valve\steam\steamapps\grazzer88@hotmail.com\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters:  -game "g:\program files\valve\steam\steamapps\grazzer88@hotmail.com\team fortress 2\tf" "C:\Documents and Settings\Grazr\Desktop\AP\artpass_valvebaseb11"
    
    Valve Software - vrad.exe SSE (Jul  7 2010)
    
          Valve Radiosity Simulator     
    2 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:\documents and settings\grazr\desktop\ap\artpass_valvebaseb11.bsp
    Setting up ray-trace acceleration structure... Done (11.39 seconds)
    11588 faces
    5 degenerate faces
    1932694 square feet [278307968.00 square inches]
    153 Displacements
    461819 Square Feet [66501940.00 Square Inches]
    11583 patches before subdivision
    112611 patches after subdivision
    sun extent from map=0.008727
    560 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (188)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (86)
    transfers 12821664, max 1071
    transfer lists:  97.8 megs
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        Bounce #93 added RGB(-1, -1, -1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #94 added RGB(-1, -1, -1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #95 added RGB(-1, -1, -1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #96 added RGB(-1, -1, -1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #97 added RGB(-1, -1, -1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #98 added RGB(-1, -1, -1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #99 added RGB(-1, -1, -1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #100 added RGB(-1, -1, -1)
    Build Patch/Sample Hash Table(s).....Done<0.0876 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (37)
    FinalLightFace Done
    215 of 426 (50% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (71)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                 146/1024         7008/49152    (14.3%) 
    brushes               3487/8192        41844/98304    (42.6%) 
    brushsides           25009/65536      200072/524288   (38.2%) 
    planes               10734/65536      214680/1310720  (16.4%) 
    vertexes             24634/65536      295608/786432   (37.6%) 
    nodes                 3515/65536      112480/2097152  ( 5.4%) 
    texinfos              5604/12288      403488/884736   (45.6%) 
    texdata                209/2048         6688/65536    (10.2%) 
    dispinfos              153/0           26928/0        ( 0.0%) 
    disp_verts            7153/0          143060/0        ( 0.0%) 
    disp_tris            10656/0           21312/0        ( 0.0%) 
    disp_lmsamples      683596/0          683596/0        ( 0.0%) 
    faces                11588/65536      648928/3670016  (17.7%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces             9118/65536      510608/3670016  (13.9%) 
    leaves                3662/65536      117184/2097152  ( 5.6%) 
    leaffaces            14766/65536       29532/131072   (22.5%) 
    leafbrushes           7593/65536       15186/131072   (11.6%) 
    areas                   18/256           144/2048     ( 7.0%) 
    surfedges            95749/512000     382996/2048000  (18.7%) 
    edges                66498/256000     265992/1024000  (26.0%) 
    LDR worldlights        560/8192        49280/720896   ( 6.8%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            1/32768          12/393216   ( 0.0%) 
    waterstrips           1694/32768       16940/327680   ( 5.2%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices         36933/65536       73866/131072   (56.4%) 
    cubemapsamples           7/1024          112/16384    ( 0.7%) 
    overlays               216/512         76032/180224   (42.2%) 
    LDR lightdata         [variable]     6539132/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]      160017/16777216 ( 1.0%) 
    entdata               [variable]      173180/393216   (44.0%) 
    LDR ambient table     3662/65536       14648/262144   ( 5.6%) 
    HDR ambient table     3662/65536       14648/262144   ( 5.6%) 
    LDR leaf ambient     11328/65536      317184/1835008  (17.3%) 
    HDR leaf ambient      3662/65536      102536/1835008  ( 5.6%) 
    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]           1/101386   ( 0.0%) 
    pakfile               [variable]        8795/0        ( 0.0%) 
    physics               [variable]     1310876/4194304  (31.3%) 
    physics terrain       [variable]       27161/1048576  ( 2.6%) 
    
    Level flags = 0
    
    Total triangle count: 35870
    Writing c:\documents and settings\grazr\desktop\ap\artpass_valvebaseb11.bsp
    7 minutes, 31 seconds elapsed
      -0.050800 -1.690353 0.000000
      0.101600 -1.690353 0.000000
      -0.101600 -1.690353 0.000000
      -0.101600 -1.370356 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Documents and Settings\Grazr\Desktop\AP\artpass_valvebaseb11.bsp" "g:\program files\valve\steam\steamapps\grazzer88@hotmail.com\team fortress 2\tf\maps\artpass_valvebaseb11.bsp"
    Notable errors:

    Code:
     -0.050800 -1.690353 0.000000
      0.101600 -1.690353 0.000000
      -0.101600 -1.690353 0.000000
      -0.101600 -1.370356 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
    Symptoms:
    No pointfile
    black geometry

    Turning off the details visgroup allowed the map to compile once, but now it doesn't; also, i accidently compiled with the tools visgroup off which revealed a proper compile but i cannot replicate this again.

    It sounds like maybe i accidently tied a brush to multiple entities, such as a func_lod/func_detail. But i have moved all of these to world and re-tied them to their respective entities to no avail.

    All of those "CONTENTS_SOLID" errors occur outside of the map.

    Seriously need help :/

    edit: map still leaks with cordon, wtf.
     
    Last edited: Sep 16, 2010
  7. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

    Messages:
    4,769
    Positive Ratings:
    5,535
    Whoops, it was -1 not 0 I was thinking of on the bounces. Basically, you have too many lights within an area (I do not know how large or what defines these areas), and VRAD can't handle it and chokes up, producing negative light bounces and everything turns out black. Judging by the fact you have 560 lights I am assuming you are using texlights, which is a common cause due to their high density of light emitters (one for every luxel).

    Where ever you have your texlights, either raise the lightmap resolution or try shrinking the area the texture covers to reduce the light count within the area. I ran into this problem with the illuminated B in my intel room, and I fixed it by making the light strip skinnier. The B was 4 units deep, but I made only the top 3 units the texlight, turning the bottom one into a separate set of brushes that merely have an unlitgeneric white texture on them to match the texlight texture. (I had lightmap res at 1 unit, so this cut the light count by 25%)

    edit: side note, the leak is because you turned off all entities, so VBSP cannot determine the inside of the map, so it considers everything invalid space to be nullified.
     
    • Thanks Thanks x 1
    Last edited: Sep 16, 2010
  8. grazr

    aa grazr Old Man Mutant Ninja Turtle

    Messages:
    5,436
    Positive Ratings:
    3,570
    Whoa, what happened to my post, it got cut in half.

    Thanks, i'll working with that info in mind.

    edit: ok i noticed 2 large texlights with a lightmap setting of 8 :/
     
    Last edited: Sep 16, 2010
  9. grazr

    aa grazr Old Man Mutant Ninja Turtle

    Messages:
    5,436
    Positive Ratings:
    3,570
    Ok, nothing seems to have changed.

    For the sake of simply getting a working compile i visgrouped all the texlight brushes and turned them off.

    Code:
    materialPath: g:\program files\valve\steam\steamapps\grazzer88@hotmail.com\team fortress 2\tf\materials
    Loading C:\Documents and Settings\Grazr\Desktop\AP\artpass_valvebaseb11.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/artpass_valvebaseb11/nature/blendrockgroundwallforest_wvt_patch
    Patching WVT material: maps/artpass_valvebaseb11/nature/blendgrassground001_wvt_patch
    fixing up env_cubemap materials on brush sides...
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (1)
    Find Visible Detail Sides...
    Merged 2026 detail faces...done (1)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (2)
    writing C:\Documents and Settings\Grazr\Desktop\AP\artpass_valvebaseb11.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_dustbowl_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 (2) (1285020 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
    Material NATURE/BLENDGRASSGROUND001 uses unknown detail object type tf_granary_grass!
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    ...10
    Compacting texture/material tables...
    Reduced 7933 texinfos to 5554
    Reduced 219 texdatas to 206 (5194 bytes to 4763)
    Writing C:\Documents and Settings\Grazr\Desktop\AP\artpass_valvebaseb11.bsp
    23 seconds elapsed
    
    
    
    2 threads
    reading c:\documents and settings\grazr\desktop\ap\artpass_valvebaseb11.bsp
    reading c:\documents and settings\grazr\desktop\ap\artpass_valvebaseb11.prt
     902 portalclusters
    2249 numportals
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 877 visible clusters (0.00%)
    Total clusters visible: 232315
    Average clusters visible: 257
    Building PAS...
    Average clusters audible: 633
    visdatasize:149094  compressed from 216480
    writing c:\documents and settings\grazr\desktop\ap\artpass_valvebaseb11.bsp
    2 minutes, 25 seconds elapsed
    
    
    
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:\documents and settings\grazr\desktop\ap\artpass_valvebaseb11.bsp
    11529 faces
    5 degenerate faces
    1931070 square feet [278074208.00 square inches]
    153 Displacements
    461819 Square Feet [66501940.00 Square Inches]
    11524 patches before subdivision
    111786 patches after subdivision
    189 direct lights
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 12727900, max 1073
    transfer lists:  97.1 megs
    0...1...2...3...4...5...6...7...8...9...10    Bounce #1 added RGB(-1, -1, -1)
    0...1...2...3...4...5...6...7...8...9...10    Bounce #2 added RGB(-1, -1, -1)
    0...1...2...3...4...5...6...7...8...9...10    Bounce #3 added RGB(-1, -1, -1)
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    Build Patch/Sample Hash Table(s).....Done<0.0863 sec>
    0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
    23 of 55 (41% of) surface lights went in leaf ambient cubes.
    0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                 101/1024         4848/49152    ( 9.9%) 
    brushes               3438/8192        41256/98304    (42.0%) 
    brushsides           24627/65536      197016/524288   (37.6%) 
    planes               10422/65536      208440/1310720  (15.9%) 
    vertexes             24256/65536      291072/786432   (37.0%) 
    nodes                 3193/65536      102176/2097152  ( 4.9%) 
    texinfos              5554/12288      399888/884736   (45.2%) 
    texdata                206/2048         6592/65536    (10.1%) 
    dispinfos              153/0           26928/0        ( 0.0%) 
    disp_verts            7153/0          143060/0        ( 0.0%) 
    disp_tris            10656/0           21312/0        ( 0.0%) 
    disp_lmsamples      683596/0          683596/0        ( 0.0%) 
    faces                11529/65536      645624/3670016  (17.6%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces             9067/65536      507752/3670016  (13.8%) 
    leaves                3295/65536      105440/2097152  ( 5.0%) 
    leaffaces            14583/65536       29166/131072   (22.3%) 
    leafbrushes           7529/65536       15058/131072   (11.5%) 
    areas                   18/256           144/2048     ( 7.0%) 
    surfedges            95164/512000     380656/2048000  (18.6%) 
    edges                66011/256000     264044/1024000  (25.8%) 
    LDR worldlights        189/8192        16632/720896   ( 2.3%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            1/32768          12/393216   ( 0.0%) 
    waterstrips           1683/32768       16830/327680   ( 5.1%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices         36726/65536       73452/131072   (56.0%) 
    cubemapsamples           7/1024          112/16384    ( 0.7%) 
    overlays               216/512         76032/180224   (42.2%) 
    LDR lightdata         [variable]     6537548/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]      149094/16777216 ( 0.9%) 
    entdata               [variable]      162684/393216   (41.4%) 
    LDR ambient table     3295/65536       13180/262144   ( 5.0%) 
    HDR ambient table     3295/65536       13180/262144   ( 5.0%) 
    LDR leaf ambient     10954/65536      306712/1835008  (16.7%) 
    HDR leaf ambient      3295/65536       92260/1835008  ( 5.0%) 
    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]           1/101370   ( 0.0%) 
    pakfile               [variable]        8795/0        ( 0.0%) 
    physics               [variable]     1285020/4194304  (30.6%) 
    physics terrain       [variable]       27161/1048576  ( 2.6%) 
    
    Level flags = 0
    
    Total triangle count: 35607
    Writing c:\documents and settings\grazr\desktop\ap\artpass_valvebaseb11.bsp
    5 minutes, 34 seconds elapsed
     
  10. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Managed to compile with func_detail on, i guess ruling that out is kinda a weight off, but still annoying that props and brush entities cause this error to re-occur.
     
  11. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Ok, well some sources say it's a borked light. But even with just light_env/regular lights respectively it still bounces 100 RGB -1's.

    Other sources seem to suggest it's a dodgey displacement. I did just add a displacement to the base of CP3 but i still got no positive results after removing it. Even removing all displacements doesn't seem to fix it.
     
  12. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Ok, well i managed to narrow it down to something around C. Probably geometry that makes vrad cack its pants, though i know not of anything bar 2 spots that vrad might consider too complicated. Both of which were present before this whole debacle began.

    I just hope i don't have to compromise too much of my work just so that the map can compile. Oh, and that i can find the source in the first place so that i might avoid and overcome it.
     
  13. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    [​IMG]

    Ok, this is what i don't understand. I havn't touched this corridor since B8, and i was working on B11 when the light decided to bork. As you can see by this screenshot these texlights were working fine, but now it hates them.

    I guess i can declare this problem solved, now.
     
  14. Mr. Happy

    Mr. Happy L6: Sharp Member

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    EDIT: wait did you get it working? Did you have to do something drastic?

    Ok, aboojumsnark is sort of correct in this. It can happen due to too many lights but it can also happen for no mapper identifiable reason. vrad is freaking out going ARRGGGHHH because the math got confusing, but the cause of the freakout is just a random combination of lighting values and geometry vectors.* Reducing texlight luxels is a great idea in general, however, the easiest and most common fix is make small, slight variations to your point lighting entities (light, _environment, etc.) Simply changing an R, G, B or brightness value between -10 and 10 units on a few different lights scattered throughout your map should fix this. I suggest you start by opening the color picker on your light_environment and just move the color over to the left or right and down or up a LITTLE bit and increasing the brightness by five.

    Now, you've posted several compile logs. The one you compiled with only geometry leaked because you told it to. Understand that leaks are detected during traces to figure out which leafs/portals can see each other. The tool starts with an entity and just shoots lines around. This is why leaks always reference an entity, the entity is the start of the trace from which the pointfile is derived. THUS, if you have entities off (compiling only geometry), it has nothing to trace from, and auto-leaks. This is why your normal compile worked fine. This is also why a map can have an areaportal leak that looks like a normal leak. Each area defined by area portals must contain a point entity.

    Also searching for problems might reveal a "texture axis perpendicular to face" error. Unlikely though. Ok, and after you get it to compile right take a good careful look at your map, you might find a few faces that are 255 red. Realign their textures.




    *Suspected to have something to do with a ray trace being at a low grazing angle to the tangent of the face normal. That or it happens in color space somehow.
     
    Last edited: Sep 17, 2010
  15. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    My map is working fine now. I've changed around all my lights inadvertantly to no effect but removing the texlight (changing it to a reflective dev) fixed the problem. It seemed to be very specific to that affect.

    Somehow it managed to have nothing to do with any other lights. Turns out when i removed all tex lights (and normal lights for that matter) i forget these 2 because they were the only func_detail tex lights, all my others were func_illusionary. Which explains why even though i thought i had made a compile with no texlights/normal lights, these were still present.

    I just don't get what set them off. One minute it was working, another they arn't.

    and no, i don't have any textures perpendicular to face. They're pretty obvious to spot when working on geometry. Not to mention obvious in the problem checker.
     
    Last edited: Sep 17, 2010