disappearing brushes.

Discussion in 'Mapping Questions & Discussion' started by massacre master, Feb 19, 2018.

  1. massacre master

    massacre master L2: Junior Member

    Messages:
    88
    Positive Ratings:
    21
    When I run my map it disappears; I haven't accidentally deleted it in hammer. Would it help to know it is func detail?
     
  2. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

    Messages:
    703
    Positive Ratings:
    484
    Compile log?
     
  3. massacre master

    massacre master L2: Junior Member

    Messages:
    88
    Positive Ratings:
    21
    Valve Software - vbsp.exe (Oct 14 2017)
    4 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\koth_frontal_assault4.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/koth_frontal_assault4/nature/blenddirtgrass008b_wvt_patch
    Patching WVT material: maps/koth_frontal_assault4/nature/blenddirtgrass001a_wvt_patch
    Patching WVT material: maps/koth_frontal_assault4/nature/blenddirtgrass008b_lowfriction_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    **** leaked ****
    Entity trigger_multiple (-4168.00 -3712.00 288.00) leaked!

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-888.0 3282.0 360.0)
    Leaf 0 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT
    Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
    Candidate brush IDs: Brush 92845:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-888.0 3282.0 400.0)
    Leaf 0 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT
    Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
    Candidate brush IDs: Brush 92845:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-888.0 3282.0 312.0)
    Leaf 0 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT
    Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
    Candidate brush IDs: Brush 92845:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-888.0 3084.0 532.0)
    Leaf 0 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT
    Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
    Candidate brush IDs: Brush 92836:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-888.0 3030.0 536.0)
    Leaf 0 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT
    Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
    Candidate brush IDs: Brush 92836:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-888.0 3030.0 452.0)
    Leaf 0 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT
    Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
    Candidate brush IDs: Brush 92836:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-888.0 2922.0 620.0)
    Leaf 0 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT
    Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
    Candidate brush IDs: Brush 92832:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-888.0 2438.0 900.0)
    Leaf 0 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT
    Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW
    Candidate brush IDs: Brush 92849:

    *** Suppressing further FindPortalSide errors.... ***
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 22 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_hydro_01*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_hydro_01*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Finding displacement neighbors...
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Overlay touching too many faces (touching 75, max 64)
    Overlay overlays/patch003 at -5640.0 -462.0 816.0

    ** 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_frontal_assault4"

    Valve Software - vvis.exe (Oct 14 2017)
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_frontal_assault4.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_frontal_assault4.prt
    LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_frontal_assault4.prt


    ** 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_frontal_assault4"

    Valve Software - vrad.exe SSE (Oct 14 2017)

    Valve Radiosity Simulator
    4 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\koth_frontal_assault4.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.92 seconds)
    20376 faces
    5 degenerate faces
    10223143 square feet [1472132608.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    sun extent from map=0.008727
    sun extent from map=0.008727
    371 direct lights
    BuildFacelights: 0...1...2
    WARNING: Too many light styles on a face at (-2042.000000, 1416.000000, 817.000000)

    WARNING: Too many light styles on a face at (-2040.000000, 1688.000000, 817.000000)
    ...3..
    WARNING: Too many light styles on a face at (-2158.000000, 1811.000000, 952.000000)

    WARNING: Too many light styles on a face at (-2158.000000, 1811.000000, 1624.000000)

    WARNING: Too many light styles on a face at (-2157.000000, 1800.000000, 1464.000000)

    WARNING: Too many light styles on a face at (-2157.000000, 1496.000000, 1304.000000)

    WARNING: Too many light styles on a face at (-2157.000000, 1768.000000, 920.000000)

    WARNING: Too many light styles on a face at (-2157.000000, 1752.000000, 952.000000)

    WARNING: Too many light styles on a face at (-2134.000000, 1656.000000, 817.000000)

    WARNING: Too many light styles on a face at (-2092.000000, 1352.000000, 817.000000)
    .
    WARNING: Too many light styles on a face at (-2584.000000, 1672.000000, 833.000000)

    WARNING: Too many light styles on a face at (-2296.000000, 1810.000000, 833.000000)

    WARNING: Too many light styles on a face at (-2488.000000, 1314.000000, 833.000000)

    WARNING: Too many light styles on a face at (-3064.000000, 1811.000000, 1208.000000)

    WARNING: Too many light styles on a face at (-3155.000000, 1403.998047, 1159.996094)

    WARNING: Too many light styles on a face at (-3155.000000, 1387.999512, 1175.999023)

    WARNING: Too many light styles on a face at (-3155.000000, 1423.826660, 1151.824951)

    WARNING: Too many light styles on a face at (-3155.000000, 1356.000000, 1208.000000)

    WARNING: Too many light styles on a face at (-3155.000000, 1372.000000, 1192.000000)

    WARNING: Too many light styles on a face at (-3155.000000, 1386.666016, 1194.609497)

    WARNING: Too many light styles on a face at (-3155.000000, 1372.000000, 1208.000000)

    WARNING: Too many light styles on a face at (-3154.000000, 1811.000000, 1208.000000)
    4...
    WARNING: Too many light styles on a face at (-4760.000000, 2040.000000, 1073.000000)

    WARNING: Too many light styles on a face at (-4520.000000, 1656.000000, 1073.000000)
    5...6
    WARNING: Too many light styles on a face at (-1848.000000, -1032.000000, 1073.000000)
    ...
    WARNING: Too many light styles on a face at (-3413.000000, -1016.000000, 1208.000000)

    WARNING: Too many light styles on a face at (-3413.000000, -801.159973, 1153.172363)

    WARNING: Too many light styles on a face at (-3413.000000, -757.324219, 1190.924561)

    WARNING: Too many light styles on a face at (-3413.000000, -769.274597, 1185.288574)

    WARNING: Too many light styles on a face at (-3413.000000, -1016.000000, 1192.000000)
    7
    WARNING: Too many light styles on a face at (-3640.000000, -696.000000, 833.000000)
    .
    WARNING: Too many light styles on a face at (-3448.000000, -1191.000000, 1208.000000)

    WARNING: Too many light styles on a face at (-3413.000000, -1188.000000, 1188.000000)

    WARNING: Too many light styles on a face at (-3413.000000, -1188.000000, 1208.000000)

    WARNING: Too many light styles on a face at (-3413.000000, -1188.000000, 1176.000000)

    WARNING: Too many light styles on a face at (-3480.000000, -1191.000000, 1176.000000)
    .
    WARNING: Too many light styles on a face at (-4476.000000, -760.000000, 817.000000)

    WARNING: Too many light styles on a face at (-4476.000000, -792.000061, 817.000000)

    WARNING: Too many light styles on a face at (-4456.000000, -990.000000, 817.000000)

    WARNING: Too many light styles on a face at (-4568.000000, -990.000000, 817.000000)

    WARNING: Too many light styles on a face at (-4534.000488, -844.000000, 817.000000)

    WARNING: Too many light styles on a face at (-4584.000000, -904.000000, 817.000000)

    WARNING: Too many light styles on a face at (-4422.000000, -872.000000, 817.000000)

    WARNING: Too many light styles on a face at (-4411.000000, -552.000000, 1384.000000)

    WARNING: Too many light styles on a face at (-4226.000000, -940.000061, 833.000000)

    WARNING: Too many light styles on a face at (-4406.000000, -936.000061, 833.000000)

    WARNING: Too many light styles on a face at (-4226.000000, -696.000000, 833.000000)

    WARNING: Too many light styles on a face at (-4344.000000, -696.000000, 833.000000)
    .
    WARNING: Too many light styles on a face at (-4568.000000, -1032.000000, 817.000000)

    WARNING: Too many light styles on a face at (-4456.000000, -1032.000000, 817.000000)

    WARNING: Too many light styles on a face at (-4152.000000, -1191.000000, 1592.000000)

    WARNING: Too many light styles on a face at (-4411.000000, -1188.000000, 1464.000000)

    WARNING: Too many light styles on a face at (-4411.000000, -1140.000000, 936.000000)

    WARNING: Too many light styles on a face at (-4411.000000, -1188.000000, 920.000000)

    WARNING: Too many light styles on a face at (-4406.000000, -1032.000000, 833.000000)

    WARNING: Too many light styles on a face at (-4406.000000, -1191.000000, 936.000000)
    8...9...10 (459)
    Build Patch/Sample Hash Table(s).....Done<0.3826 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (10)
    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 (25)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 41/1024 1968/49152 ( 4.0%)
    brushes 1727/8192 20724/98304 (21.1%)
    brushsides 11004/65536 88032/524288 (16.8%)
    planes 4512/65536 90240/1310720 ( 6.9%)
    vertexes 26935/65536 323220/786432 (41.1%)
    nodes 10076/65536 322432/2097152 (15.4%)
    texinfos 634/12288 45648/884736 ( 5.2%)
    texdata 45/2048 1440/65536 ( 2.2%)
    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 20376/65536 1141056/3670016 (31.1%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 6980/65536 390880/3670016 (10.7%)
    leaves 10118/65536 323776/2097152 (15.4%)
    leaffaces 25524/65536 51048/131072 (38.9%)
    leafbrushes 5879/65536 11758/131072 ( 9.0%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 123480/512000 493920/2048000 (24.1%)
    edges 72027/256000 288108/1024000 (28.1%)
    LDR worldlights 370/8192 32560/720896 ( 4.5%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 1706/32768 17060/327680 ( 5.2%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 28764/65536 57528/131072 (43.9%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 9/512 3168/180224 ( 1.8%)
    LDR lightdata [variable] 26588772/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 164147/393216 (41.7%)
    LDR ambient table 10118/65536 40472/262144 (15.4%)
    HDR ambient table 10118/65536 40472/262144 (15.4%)
    LDR leaf ambient 57810/65536 1618680/1835008 (88.2%) VERY FULL!
    HDR leaf ambient 10118/65536 283304/1835008 (15.4%)
    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] 1/1232 ( 0.1%)
    dtl prp lght [variable] 1/34 ( 2.9%)
    HDR dtl prp lght [variable] 1/4 (25.0%)
    static props [variable] 1/24190 ( 0.0%)
    pakfile [variable] 213865/0 ( 0.0%)
    physics [variable] 649691/4194304 (15.5%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 54685
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_frontal_assault4.bsp
    8 minutes, 16 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_frontal_assault4.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_frontal_assault4.bsp"
     
  4. Freyja

    aa Freyja ¯\_(ツ)_/¯

    Messages:
    2,847
    Positive Ratings:
    4,828
    In the interest of learning, please read your compile log and identify the errors you have.

    You have a leak,
    Code:
    **** leaked ****
    Entity trigger_multiple (-4168.00 -3712.00 288.00) leaked!
    
    Please read this on how to fix it: https://developer.valvesoftware.com/wiki/Leak


    Code:
    Overlay touching too many faces (touching 75, max 64)
    
    Description:
    You have an overlay (info_overlay) entity that is touching too many brushes, or parts of a brush. The error message tells you also how much you have and allowed (touching [number], max 64)

    Solution:
    You can find the overlay using the coordinates. View -> go to coordinates( [x] [y] [z] ) You can delete, move or resize the overlay.

    Code:
    WARNING: Too many light styles on a face at (-2042.000000, 1416.000000, 817.000000)
    
    Description:
    There's a face with too many different light styles of light shining on it. (more than six). For every switchable light (that is: any light that is named or has a custom appearance) shining on a face, vrad.exe makes a new lightstyle. Basically, it calculates how the face looks like when:
    -light 1 is on and light 2 is off
    -light 1 is on and light 2 is on
    -light 1 is off and light 2 is off
    -light 1 is off and light 2 is on
    I'm sure you understand how 6 switchable lights make 2 ^ 6 lightstyles, and how this enormous amount of memory has to be saved somehow. and limited.

    Solution:
    To stop this error, remove lights, dont give the light names unless you need to, make sure certain lights dont shine on the face (max_shining distance or by blocking it with brushes) or simply dont use that much switchable lights. Dynamic lights are not used by vrad.exe thus dont count. Lights with the same names are counted as the same lights. Find the location of the error using the coordinates.
     
  5. Narpas

    Narpas L4: Comfortable Member

    Messages:
    177
    Positive Ratings:
    154
    Also, use Alt + P to check that none of the brushes are invalid solids
     
  6. Lampenpam

    aa Lampenpam

    Messages:
    1,019
    Positive Ratings:
    337