Completely Dark Brush Face

Discussion in 'Mapping Questions & Discussion' started by Da Spud Lord, Apr 16, 2017.

  1. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

    Messages:
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    I am having a weird problem. One of my brush faces is appearing as completely black, no matter what, even though all of the other nearby brushes are very well lit. Here's a screenshot in game:
    GameScreenshot.png
    Here's a screenshot in Hammer:
    HammerScreenshot.png
    (The highlighted brush is the one having problems)
    The weird part is, even the tiniest adjustment to the brush's position makes the lighting work fine, but when I move it back into the original position, the exact same bug occurs. This is on a mirrored KOTH map, and the same problem is occurring on the other side of the map. Deleting and recreating the brush doesn't work, no amount of light entities sitting on top of the face will fix it, and cutting the brush face with the clipping tool shifts the problem to a different brush face. It is definitely a lighting problem, as the face is perfectly visible under fullbright conditions. The only problem I can find in the compile log is something to do with the skybox texture, but there are no problems with the skybox as far as I can tell and I can't seem to get rid of it anyway. Alt-P shows no problems with the map. Here is a copy of my compile log:
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\cwriv\Documents\Hammer Maps\koth_cliffside\koth_cliffside_a3.vmf"

    Valve Software - vbsp.exe (Feb 17 2017)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\cwriv\Documents\Hammer Maps\koth_cliffside\koth_cliffside_a3.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/koth_cliffside_a3/pl_barnblitz/blendmetalroofsnow_03_wvt_patch
    Patching WVT material: maps/koth_cliffside_a3/cp_sunshine/nature/blendrocktograss001_wvt_patch
    Patching WVT material: maps/koth_cliffside_a3/pl_barnblitz/blendmetalroofsnow_02_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 (0)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 56 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\cwriv\Documents\Hammer Maps\koth_cliffside\koth_cliffside_a3.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_morningsnow_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_morningsnow_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) (105220 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 290 texinfos to 167
    Reduced 18 texdatas to 15 (586 bytes to 477)
    Writing C:\Users\cwriv\Documents\Hammer Maps\koth_cliffside\koth_cliffside_a3.bsp
    Wrote ZIP buffer, estimated size 1786, actual size 1438
    0 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\cwriv\Documents\Hammer Maps\koth_cliffside\koth_cliffside_a3"

    Valve Software - vvis.exe (Feb 17 2017)
    4 threads
    reading c:\users\cwriv\documents\hammer maps\koth_cliffside\koth_cliffside_a3.bsp
    reading c:\users\cwriv\documents\hammer maps\koth_cliffside\koth_cliffside_a3.prt
    303 portalclusters
    906 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 (3)
    Optimized: 561 visible clusters (1.13%)
    Total clusters visible: 49744
    Average clusters visible: 164
    Building PAS...
    Average clusters audible: 302
    visdatasize:24872 compressed from 24240
    writing c:\users\cwriv\documents\hammer maps\koth_cliffside\koth_cliffside_a3.bsp
    3 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\cwriv\Documents\Hammer Maps\koth_cliffside\koth_cliffside_a3"

    Valve Software - vrad.exe SSE (Feb 17 2017)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights

    [56 texlights parsed from 'lights.rad']

    Loading c:\users\cwriv\documents\hammer maps\koth_cliffside\koth_cliffside_a3.bsp
    Setting up ray-trace acceleration structure... Done (0.14 seconds)
    1334 faces
    648111 square feet [93328000.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    1334 patches before subdivision
    39562 patches after subdivision
    sun extent from map=0.422618
    30 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (10)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
    transfers 3360739, max 343
    transfer lists: 25.6 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(272318, 175884, 119298)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(30464, 15822, 9929)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(3726, 1587, 945)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(471, 165, 94)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(61, 18, 10)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(8, 2, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(1, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0173 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
    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 (1)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 19/1024 912/49152 ( 1.9%)
    brushes 269/8192 3228/98304 ( 3.3%)
    brushsides 1808/65536 14464/524288 ( 2.8%)
    planes 832/65536 16640/1310720 ( 1.3%)
    vertexes 2131/65536 25572/786432 ( 3.3%)
    nodes 801/65536 25632/2097152 ( 1.2%)
    texinfos 167/12288 12024/884736 ( 1.4%)
    texdata 15/2048 480/65536 ( 0.7%)
    dispinfos 0/0 0/0 ( 0.0%)
    disp_verts 0/0 0/0 ( 0.0%)
    disp_tris 0/0 0/0 ( 0.0%)
    disp_lmsamples 0/0 0/0 ( 0.0%)
    faces 1334/65536 74704/3670016 ( 2.0%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 816/65536 45696/3670016 ( 1.2%)
    leaves 821/65536 26272/2097152 ( 1.3%)
    leaffaces 1697/65536 3394/131072 ( 2.6%)
    leafbrushes 807/65536 1614/131072 ( 1.2%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 9646/512000 38584/2048000 ( 1.9%)
    edges 5502/256000 22008/1024000 ( 2.1%)
    LDR worldlights 30/8192 2640/720896 ( 0.4%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 154/32768 1540/327680 ( 0.5%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 2352/65536 4704/131072 ( 3.6%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 2470888/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 24872/16777216 ( 0.1%)
    entdata [variable] 29226/393216 ( 7.4%)
    LDR ambient table 821/65536 3284/262144 ( 1.3%)
    HDR ambient table 821/65536 3284/262144 ( 1.3%)
    LDR leaf ambient 4705/65536 131740/1835008 ( 7.2%)
    HDR leaf ambient 821/65536 22988/1835008 ( 1.3%)
    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] 1/4390 ( 0.0%)
    pakfile [variable] 1438/0 ( 0.0%)
    physics [variable] 105220/4194304 ( 2.5%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 3714
    Writing c:\users\cwriv\documents\hammer maps\koth_cliffside\koth_cliffside_a3.bsp
    16 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\cwriv\Documents\Hammer Maps\koth_cliffside\koth_cliffside_a3.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_cliffside_a3.bsp"


    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -windowed -novid -hijack +map "koth_cliffside_a3" -steam
    Any assistance on the issue would be greatly appreciated.
     
    Last edited: Apr 17, 2017