Disappearing prop_dynamic (Rendering in the Wrong Room)

Discussion in 'Mapping Questions & Discussion' started by Metric, Mar 10, 2017.

  1. Metric

    Metric L1: Registered

    Messages:
    6
    Positive Ratings:
    0
    Heyo. I got some problems with maps again.

    When I approach the saws, they disappear.

    [​IMG]
    [​IMG]

    The room with the saws in question are separated with an area portal from other rooms, yet, the saws render when the room its in doesn't.

    [​IMG]
    [​IMG]

    I tried to fix this by expanding the visleaf the saws are in, but no luck.

    [​IMG]
    [​IMG]

    Anything that I've said here might not be relevant.
    Any help about fixing this would be appreciated.

    This spoiler contains the full 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\john\Documents\TF2 Mapping\trade_houseofpancakes_v2\trade_houseofpancakes_v2.vmf"

    Valve Software - vbsp.exe (Feb 13 2017)
    2 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\john\Documents\TF2 Mapping\trade_houseofpancakes_v2\trade_houseofpancakes_v2.vmf
    Patching WVT material: maps/trade_houseofpancakes_v2/nature/blendgroundtogravel001_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 4250 detail faces...done (0)
    Merging details...done (1)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\john\Documents\TF2 Mapping\trade_houseofpancakes_v2\trade_houseofpancakes_v2.prt...Building visibility clusters...
    done (0)
    *** 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...
    WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
    done (1) (675356 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 1832 texinfos to 1155
    Reduced 93 texdatas to 85 (5602 bytes to 5294)
    Writing C:\Users\john\Documents\TF2 Mapping\trade_houseofpancakes_v2\trade_houseofpancakes_v2.bsp
    Wrote ZIP buffer, estimated size 37107, actual size 27915
    5 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\john\Documents\TF2 Mapping\trade_houseofpancakes_v2\trade_houseofpancakes_v2"

    Valve Software - vvis.exe (Feb 13 2017)
    2 threads
    reading c:\users\john\documents\tf2 mapping\trade_houseofpancakes_v2\trade_houseofpancakes_v2.bsp
    reading c:\users\john\documents\tf2 mapping\trade_houseofpancakes_v2\trade_houseofpancakes_v2.prt
    56 portalclusters
    138 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 (0)
    Optimized: 0 visible clusters (0.00%)
    Total clusters visible: 3136
    Average clusters visible: 56
    Building PAS...
    Average clusters audible: 56
    visdatasize:1236 compressed from 896
    writing c:\users\john\documents\tf2 mapping\trade_houseofpancakes_v2\trade_houseofpancakes_v2.bsp
    0 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\john\Documents\TF2 Mapping\trade_houseofpancakes_v2\trade_houseofpancakes_v2"

    Valve Software - vrad.exe SSE (Feb 13 2017)

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

    [56 texlights parsed from 'lights.rad']

    Loading c:\users\john\documents\tf2 mapping\trade_houseofpancakes_v2\trade_houseofpancakes_v2.bsp
    Setting up ray-trace acceleration structure... Done (1.67 seconds)
    5025 faces
    9 degenerate faces
    1299368 square feet [187109040.00 square inches]
    1 Displacements
    54158 Square Feet [7798783.50 Square Inches]
    5016 patches before subdivision
    54382 patches after subdivision
    174 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (39)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (27)
    transfers 8322463, max 1299
    transfer lists: 63.5 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(156632, 137515, 119951)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(18289, 14742, 11737)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(2791, 2002, 1435)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(418, 294, 207)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(86, 53, 36)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #6 added RGB(16, 10, 7)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(4, 2, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0231 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11)
    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 (6)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 6/1024 288/49152 ( 0.6%)
    brushes 1661/8192 19932/98304 (20.3%)
    brushsides 17409/65536 139272/524288 (26.6%)
    planes 10248/65536 204960/1310720 (15.6%)
    vertexes 10908/65536 130896/786432 (16.6%)
    nodes 183/65536 5856/2097152 ( 0.3%)
    texinfos 1155/12288 83160/884736 ( 9.4%)
    texdata 85/2048 2720/65536 ( 4.2%)
    dispinfos 1/0 176/0 ( 0.0%)
    disp_verts 289/0 5780/0 ( 0.0%)
    disp_tris 512/0 1024/0 ( 0.0%)
    disp_lmsamples 43264/0 43264/0 ( 0.0%)
    faces 5025/65536 281400/3670016 ( 7.7%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 4469/65536 250264/3670016 ( 6.8%)
    leaves 190/65536 6080/2097152 ( 0.3%)
    leaffaces 5887/65536 11774/131072 ( 9.0%)
    leafbrushes 2207/65536 4414/131072 ( 3.4%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 44452/512000 177808/2048000 ( 8.7%)
    edges 27479/256000 109916/1024000 (10.7%)
    LDR worldlights 174/8192 15312/720896 ( 2.1%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 1/32768 12/393216 ( 0.0%)
    waterstrips 1026/32768 10260/327680 ( 3.1%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 22077/65536 44154/131072 (33.7%)
    cubemapsamples 20/1024 320/16384 ( 2.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 7245648/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 1236/16777216 ( 0.0%)
    entdata [variable] 78711/393216 (20.0%)
    LDR ambient table 190/65536 760/262144 ( 0.3%)
    HDR ambient table 190/65536 760/262144 ( 0.3%)
    LDR leaf ambient 932/65536 26096/1835008 ( 1.4%)
    HDR leaf ambient 190/65536 5320/1835008 ( 0.3%)
    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] 1/12560 ( 0.0%)
    pakfile [variable] 27915/0 ( 0.0%)
    physics [variable] 675356/4194304 (16.1%)
    physics terrain [variable] 0/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 16417
    Writing c:\users\john\documents\tf2 mapping\trade_houseofpancakes_v2\trade_houseofpancakes_v2.bsp
    1 minute, 26 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\john\Documents\TF2 Mapping\trade_houseofpancakes_v2\trade_houseofpancakes_v2.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\trade_houseofpancakes_v2.bsp"
     
  2. ics

    aa ics http://ics-base.net

    Messages:
    696
    Positive Ratings:
    422
    I think your prop_dynamic might have the model draw distances min / max wrong way set. Also, you are using power of 4 displacements, do not do that.

    WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
     
    • Agree Agree x 1
  3. AsG_Alligator

    aa AsG_Alligator trigger_hiss

    Messages:
    419
    Positive Ratings:
    907
    Yeah, those bloody grinder models were misbehaving for me too. I haven't figured out how to fix it so I just decompiled the model and made a custom one.
     
    • Like Like x 1
  4. Metric

    Metric L1: Registered

    Messages:
    6
    Positive Ratings:
    0
    ahhh, well reducing the displacement to the power of 3 didn't fix this issue. I hope I can find an easier way than remaking the model.
     
  5. Metric

    Metric L1: Registered

    Messages:
    6
    Positive Ratings:
    0
    I feel like it has smth to do with the area portal, because it renders when the door is open when I'm inside.
     
  6. Metric

    Metric L1: Registered

    Messages:
    6
    Positive Ratings:
    0
    Oh well, removing the area portal to that room has solved this problem. Ripe.