- Aug 30, 2009
- 89
- 1
So I've been making a map for the holidays...it's ALMOST done but now all of a sudden the entire map is black. Below is a screenie.
None of my things are above 60%...Most of my geometry that was complicated was turned into models. I tried hiding area portals, props AND anything I remember that used vertex's. In interlopers I get this error:
"Zero area child patch
Description:
A solid in your level has a face with no area. My guess is that vrad.exe is trying to create a lightmap for a face that doesn't exist. Maybe you have an invalid brush?
Solution:
First check Hammers problemchecker (alt+p). If that doesn't solve your problems, you can either ignore the error, or try to find it anyway using cordon tools. You would be looking for brushes which might be too complex. I wouldn't recommend the second option.
See also:
Reference: Finding the cause of unknown errors
Generally, this error may be ignored"
I never used to have it and I already checked for leaks(no leaks) I checked for invalid structures(no problems found in alt P) I EVEN zoomed around looking myself. Can someone PLEASE help? I'd like this map finished and uploaded before the holidays..I'm willing to give some metal/stranges/hats to anyone kind enough to help me asap.
I ALSO get this spammed
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
I don't remember it being there at all and am wondering if it has something to do with my map being black.
Here's what my compile log has:
http://www.sendspace.com/filegroup/ONYmTVfyeCDWbNY95CLE1A
Here's the vmf and bsp. (Note: A lot of models and textures will be missing for you because I use almost everything custom.)
None of my things are above 60%...Most of my geometry that was complicated was turned into models. I tried hiding area portals, props AND anything I remember that used vertex's. In interlopers I get this error:
"Zero area child patch
Description:
A solid in your level has a face with no area. My guess is that vrad.exe is trying to create a lightmap for a face that doesn't exist. Maybe you have an invalid brush?
Solution:
First check Hammers problemchecker (alt+p). If that doesn't solve your problems, you can either ignore the error, or try to find it anyway using cordon tools. You would be looking for brushes which might be too complex. I wouldn't recommend the second option.
See also:
Reference: Finding the cause of unknown errors
Generally, this error may be ignored"
I never used to have it and I already checked for leaks(no leaks) I checked for invalid structures(no problems found in alt P) I EVEN zoomed around looking myself. Can someone PLEASE help? I'd like this map finished and uploaded before the holidays..I'm willing to give some metal/stranges/hats to anyone kind enough to help me asap.
I ALSO get this spammed
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
I don't remember it being there at all and am wondering if it has something to do with my map being black.
Here's what my compile log has:
Code:
** 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\Desiree\Documents\Tf2 maps\Mapping\xmas\wintercastle39.vmf"
Valve Software - vbsp.exe (Dec 4 2013)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Desiree\Documents\Tf2 maps\Mapping\xmas\wintercastle39.vmf
Can't find surfaceprop WoodWood_Lowdensity for material MYTEXTURES/CUSTOM_WINTERPATTERN4, using default
Can't find surfaceprop WoodWood_Lowdensity for material MYTEXTURES/CUSTOM_CARPET2, using default
Can't find surfaceprop WoodWood_Lowdensity for material MYTEXTURES/CUSTOM_WINTERPATTERN2, using default
Can't find surfaceprop WoodWood_Lowdensity for material MYTEXTURES/CUSTOM_TABLECLOTH, using default
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/wintercastle39/brick/blendcobbletocobblesnow001_wvt_patch
Patching WVT material: maps/wintercastle39/maritime/nature/maritime_grass002_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 274 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (4)
writing C:\Users\Desiree\Documents\Tf2 maps\Mapping\xmas\wintercastle39.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_alpinestorm_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_alpinestorm_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_alpinestorm_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_alpinestorm_01 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (1002305 bytes)
Error! To use model "models/player/heavy.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/player/heavy.mdl"!
Error! To use model "models/props_halloween/hwn_spellbook_incomplete.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_halloween/hwn_spellbook_incomplete.mdl"!
Error! To use model "models/player/items/all_class/hwn_spellbook_complete.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/player/items/all_class/hwn_spellbook_complete.mdl"!
Error! To use model "models/weapons/w_models/w_fireaxe.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/weapons/w_models/w_fireaxe.mdl"!
Error! To use model "models/bots/heavy/bot_heavy.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/bots/heavy/bot_heavy.mdl"!
Error! To use model "models/props_forest/bird.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_forest/bird.mdl"!
Error! To use model "models/items/medkit_large_c.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/items/medkit_large_c.mdl"!
Error! To use model "models/items/medkit_small_c.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/items/medkit_small_c.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3177 texinfos to 2511
Reduced 132 texdatas to 124 (3650 bytes to 3397)
Writing C:\Users\Desiree\Documents\Tf2 maps\Mapping\xmas\wintercastle39.bsp
14 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" -fast "C:\Users\Desiree\Documents\Tf2 maps\Mapping\xmas\wintercastle39"
Valve Software - vvis.exe (Dec 4 2013)
fastvis = true
4 threads
reading c:\users\desiree\documents\tf2 maps\mapping\xmas\wintercastle39.bsp
reading c:\users\desiree\documents\tf2 maps\mapping\xmas\wintercastle39.prt
7663 portalclusters
29420 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (46)
Optimized: 2008088 visible clusters (7.52%)
Total clusters visible: 26703777
Average clusters visible: 3484
Building PAS...
Average clusters audible: 6213
visdatasize:10169343 compressed from 14712960
writing c:\users\desiree\documents\tf2 maps\mapping\xmas\wintercastle39.bsp
56 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\Desiree\Documents\Tf2 maps\Mapping\xmas\wintercastle39"
Valve Software - vrad.exe SSE (Dec 4 2013)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\users\desiree\documents\tf2 maps\mapping\xmas\wintercastle39.bsp
Setting up ray-trace acceleration structure... Done (19.13 seconds)
22369 faces
56 degenerate faces
1994634 square feet [287227328.00 square inches]
234 Displacements
1792 Square Feet [258090.36 Square Inches]
22313 patches before subdivision
zero area child patch
130381 patches after subdivision
sun extent from map=0.000000
102 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (48)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (127)
transfers 36021320, max 2353
transfer lists: 274.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(1, 1, 1)
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Bounce #6 added RGB(1, 1, 1)
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Bounce #7 added RGB(1, 1, 1)
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GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
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GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #18 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
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GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
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GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
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GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
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GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
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Bounce #29 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #30 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #31 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #32 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #33 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #34 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #35 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #36 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #37 added RGB(1, 1, 1)
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Bounce #39 added RGB(1, 1, 1)
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GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
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GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
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GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
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GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
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GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
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GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
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Bounce #100 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0711 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (25)
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 (23)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 31/1024 1488/49152 ( 3.0%)
brushes 2505/8192 30060/98304 (30.6%)
brushsides 30666/65536 245328/524288 (46.8%)
planes 40530/65536 810600/1310720 (61.8%)
vertexes 35071/65536 420852/786432 (53.5%)
nodes 12590/65536 402880/2097152 (19.2%)
texinfos 2511/12288 180792/884736 (20.4%)
texdata 124/2048 3968/65536 ( 6.1%)
dispinfos 234/0 41184/0 ( 0.0%)
disp_verts 5850/0 117000/0 ( 0.0%)
disp_tris 7488/0 14976/0 ( 0.0%)
disp_lmsamples 17328/0 17328/0 ( 0.0%)
faces 22369/65536 1252664/3670016 (34.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 11355/65536 635880/3670016 (17.3%)
leaves 12622/65536 403904/2097152 (19.3%)
leaffaces 26424/65536 52848/131072 (40.3%)
leafbrushes 7531/65536 15062/131072 (11.5%)
areas 6/256 48/2048 ( 2.3%)
surfedges 157873/512000 631492/2048000 (30.8%)
edges 87847/256000 351388/1024000 (34.3%)
LDR worldlights 102/8192 8976/720896 ( 1.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 2862/32768 28620/327680 ( 8.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 48051/65536 96102/131072 (73.3%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3962240/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 10169343/16777216 (60.6%)
entdata [variable] 178217/393216 (45.3%)
LDR ambient table 12622/65536 50488/262144 (19.3%)
HDR ambient table 12622/65536 50488/262144 (19.3%)
LDR leaf ambient 28098/65536 786744/1835008 (42.9%)
HDR leaf ambient 12622/65536 353416/1835008 (19.3%)
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] 1/43060 ( 0.0%)
pakfile [variable] 1506/0 ( 0.0%)
physics [variable] 1002305/4194304 (23.9%)
physics terrain [variable] 20748/1048576 ( 2.0%)
Level flags = 0
Total triangle count: 67078
Writing c:\users\desiree\documents\tf2 maps\mapping\xmas\wintercastle39.bsp
4 minutes, 21 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Desiree\Documents\Tf2 maps\Mapping\xmas\wintercastle39.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\wintercastle39.bsp"
http://www.sendspace.com/filegroup/ONYmTVfyeCDWbNY95CLE1A
Here's the vmf and bsp. (Note: A lot of models and textures will be missing for you because I use almost everything custom.)
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