Entire Map black, please help

DisruptedHunter

L2: Junior Member
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.

2drxug1.jpg


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)
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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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Exactol

Certified Hammer Hacker
aa
Jul 11, 2013
421
537
Try a not fast compile? Otherwise it might be a prop. Once this happened to me with a rail prop that was slightly in the ground, making the lighting all messed up
 

DisruptedHunter

L2: Junior Member
Aug 30, 2009
89
1
Try a not fast compile? Otherwise it might be a prop. Once this happened to me with a rail prop that was slightly in the ground, making the lighting all messed up


I already turned off props and it was still happening.
I have to do a fast compile(I always have for all my maps) because my computer never can do full. It just ends up crashing. I'm pretty sure it's not a prop, because I already turned those off..I turned almost everything off in my map and it still appeared. I've had this happen before because my ent data was too high but my stuff is low.

I went to a save file that worked and was trying to go from there. Added a few props, deleted some door's made of geometry and then my map went black again with same issues. I mean that sounds like it'd be a prop, but if it was my map would have worked when props were off, and it didn't.
 
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Exactol

Certified Hammer Hacker
aa
Jul 11, 2013
421
537
Try normal compile? Also, did you make the custom models/textures?
 

DisruptedHunter

L2: Junior Member
Aug 30, 2009
89
1
Try normal compile? Also, did you make the custom models/textures?


I really don't think a normal compile will work. I will try it later because usually anything outside of fast does not work.

Yes I made the models my self(and textures). But this error doesn't have anything to do with models right? At least not from what interlopers told me.
The face error thing happened when it went black..
and this came up as soon as it started going black:
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)
(etc it just repeats itself)
I'm pretty sure this is something to do with it since it's lighting that's messed up.. my lights in game sorta show but like everything is black like I said(except models outside?) Also the map was fine until just recently when I was trying to fix lag with area portals, I finally got the portals working and bam map is black. (I even tried removing them and it still didn't work.)
 
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Exactol

Certified Hammer Hacker
aa
Jul 11, 2013
421
537
DId you make the textures vmt correct? You might have used "vertexlightgeneric" (or whatever it is) instead of "lightmappedgeneric"
 

Freyja

aa
Jul 31, 2009
2,994
5,813
I've had this issue before with the map origin (0,0,0) being inside a brush, it also may happen with skybox brushes intersecting water brushes.

If moving your entire map so that the origin is in the open doesn't work, try just copying everything into a new VMF. This resets the brush ID's to start at 0 again and can sometimes fix issues.
 

DisruptedHunter

L2: Junior Member
Aug 30, 2009
89
1
I've had this issue before with the map origin (0,0,0) being inside a brush, it also may happen with skybox brushes intersecting water brushes.

If moving your entire map so that the origin is in the open doesn't work, try just copying everything into a new VMF. This resets the brush ID's to start at 0 again and can sometimes fix issues.

THANK YOU MUCH. Some how my origin was messed up.No Idea tho, I never even moved anything enough for it to lose center. I donno but moving my map down a bit fixed it.

I have a question tho, whenever I move things the texture goes unfitted. Is there a way to fix this because it never used to do this.
 

henke37

aa
Sep 23, 2011
2,075
515
There is a toolbar button to toggle texture moving.