Entities going invisible ingame

Discussion in 'Mapping Questions & Discussion' started by Alfred.hr, Nov 12, 2013.

  1. Alfred.hr

    Alfred.hr L1: Registered

    Messages:
    5
    Positive Ratings:
    1
    So, the problem is, the props, func_brush etc, are going invisible after nocliping trough wall, or teleporting to another location, it's getting pretty annoying, and I've tried everything, http://imgur.com/oEwjoqI&bWA7YxT#0 and http://imgur.com/oEwjoqI&bWA7YxT#1
    I checked interlopers for errors in log, but still I couldnt find anything causing that;

    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:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\njp_City_halloween_Alpha_v1.vmf"
    
    Valve Software - vbsp.exe (Nov  7 2013)
    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\tf\maps\njp_City_halloween_Alpha_v1.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Can't find surfaceprop cloth for material FREAK_FORTRESS_2/DARK_VADER/CAPE, using default
    material "custom/donation3" not found.
    Material not found!: CUSTOM/DONATION3
    Can't find surfaceprop mudslipperyslime for material MINECRAFT_TEXTURES/MCLAVA, using default
    Can't find surfaceprop stone for material EGYPT/HYRO_BORDER_BUMP_NEW, using default
    Patching WVT material: maps/njp_city_halloween_alpha_v1/swamp/concrete/blendswampconcrete001_wvt_patch
    Patching WVT material: maps/njp_city_halloween_alpha_v1/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/njp_city_halloween_alpha_v1/egypt/sky_sand_waves_01_wvt_patch
    Patching WVT material: maps/njp_city_halloween_alpha_v1/egypt/sand_floor_blend_04_wvt_patch
    Patching WVT material: maps/njp_city_halloween_alpha_v1/egypt/sand_grass_blend_02_wvt_patch
    Patching WVT material: maps/njp_city_halloween_alpha_v1/nature/blendgroundtosnow001_wvt_patch
    Patching WVT material: maps/njp_city_halloween_alpha_v1/nature/blendrockgroundwallsnow_wvt_patch
    Patching WVT material: maps/njp_city_halloween_alpha_v1/koth_viaduct_event/blendgrasstodirt_viaduct001_wvt_patch
    fixing up env_cubemap materials on brush sides...
    Material MINECRAFT_TEXTURES/MCWATER is depending on itself through materialvar $bottommaterial! Ignoring...
    Material MINECRAFT_TEXTURES/MCLAVA is depending on itself through materialvar $bottommaterial! Ignoring...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6408.6 659.3 -1232.0)
    Leaf 0 contents: CONTENTS_SOLID 
    Leaf 1 contents: 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: Brush 11377: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2082.6 -2440.0 -1951.7)
    Leaf 0 contents: CONTENTS_SOLID 
    Leaf 1 contents: 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: Brush 5487: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2049.3 -2440.0 -1951.7)
    Leaf 0 contents: CONTENTS_SOLID 
    Leaf 1 contents: 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: Brush 5487: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2117.3 -2440.0 -1951.7)
    Leaf 0 contents: CONTENTS_SOLID 
    Leaf 1 contents: 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: Brush 5487: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2084.0 -2272.0 -1951.7)
    Leaf 0 contents: 
    Leaf 1 contents: CONTENTS_SOLID 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: Brush 5487: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1772.0 -2290.0 -1951.7)
    Leaf 0 contents: CONTENTS_SOLID 
    Leaf 1 contents: 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: Brush 5487: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1781.8 -2308.0 -1961.7)
    Leaf 0 contents: CONTENTS_SOLID 
    Leaf 1 contents: 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: Brush 5487: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1787.8 -2308.0 -1955.7)
    Leaf 0 contents: CONTENTS_SOLID 
    Leaf 1 contents: 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: Brush 5487: 
    
    *** Suppressing further FindPortalSide errors.... ***
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
    Processing areas...done (0)
    Building Faces...done (0)
    Occluder "" straddles multiple areas. This is invalid!
    Occluder "" straddles multiple areas. This is invalid!
    Occluder "" straddles multiple areas. This is invalid!
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 1740 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    Can't find surfaceprop mudslipperyslime for material maps/njp_city_halloween_alpha_v1/minecraft_textures/mclava_depth_32, using default
    done (4)
    writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\njp_City_halloween_Alpha_v1.prt...Building visibility clusters...
    done (1)
    error: material maps/njp_city_halloween_alpha_v1/egypt/sky_sand_waves_01_wvt_patch doesn't have a $bottommaterial
    error: material maps/njp_city_halloween_alpha_v1/egypt/sky_sand_waves_01_wvt_patch doesn't have a $bottommaterial
    error: material maps/njp_city_halloween_alpha_v1/egypt/sky_sand_waves_01_wvt_patch doesn't have a $bottommaterial
    error: material maps/njp_city_halloween_alpha_v1/egypt/sky_sand_waves_01_wvt_patch doesn't have a $bottommaterial
    *** Error: Skybox vtf files for skybox/sky_stormfront_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_stormfront_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_stormfront_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_stormfront_01 to build the default cubemap!
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    Warning: overflowed 1 displacement corner-neighbor lists.Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (3) (2301366 bytes)
    Error! To use model "models/weapons/c_models/c_sandwich/c_sandwich.mdl"
          with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/weapons/c_models/c_sandwich/c_sandwich.mdl"!
    Error! To use model "models/weapons/c_models/c_energy_drink/c_energy_drink.mdl"
          with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/weapons/c_models/c_energy_drink/c_energy_drink.mdl"!
    Error! To use model "models/props_manor/grandfather_clock_01.mdl"
          with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/props_manor/grandfather_clock_01.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8Material NATURE/BLENDCONCRETETOGRASS001 uses unknown detail object type tf_forest_grass!
    ...9...10
    Compacting texture/material tables...
    Reduced 6607 texinfos to 4006
    Reduced 250 texdatas to 204 (8663 bytes to 6692)
    Writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\njp_City_halloween_Alpha_v1.bsp
    26 seconds elapsed
      13.780170 3.625153 0.000000
      13.780170 0.438848 0.000000
      13.780170 3.509040 0.000000
      13.001991 3.625151 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -0.279400 -2.044524 0.000000
      0.355600 -1.986289 0.000000
      0.355600 -2.044524 0.000000
      -0.355600 -2.044524 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -0.279400 -2.044524 0.000000
      0.355600 -1.986289 0.000000
      0.355600 -2.044524 0.000000
      -0.355600 -2.044524 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -2.337347 -1.299201 0.000000
      -2.337347 -1.278825 0.000000
      2.063540 1.299201 0.000000
      -2.337347 1.299201 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
    
    ** 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:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\njp_City_halloween_Alpha_v1"
    
    Valve Software - vvis.exe (Nov  7 2013)
    fastvis = true
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\njp_City_halloween_Alpha_v1.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\njp_City_halloween_Alpha_v1.prt
    8441 portalclusters
    26837 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (46)
    Optimized: 2847104 visible clusters (6.94%)
    Total clusters visible: 41053400
    Average clusters visible: 4863
    Building PAS...
    Average clusters audible: 6347
    visdatasize:13049468  compressed from 17827392
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\njp_City_halloween_Alpha_v1.bsp
    1 minute, 1 second 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:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\njp_City_halloween_Alpha_v1"
    
    Valve Software - vrad.exe SSE (Nov  7 2013)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\njp_City_halloween_Alpha_v1.bsp
    Setting up ray-trace acceleration structure... Done (11.28 seconds)
    33043 faces
    35 degenerate faces
    14470581 square feet [2083763584.00 square inches]
    255 Displacements
    1822019 Square Feet [262370784.00 Square Inches]
    33008 patches before subdivision
    zero area child patch
    zero area child patch
    zero area child patch
    zero area child patch
    97658 patches after subdivision
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 996.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    sun extent from map=0.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    sun extent from map=0.052336
    sun extent from map=0.052336
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    light has _fifty_percent_distance of 287.000000 but _zero_percent_distance of 250.000000
    337 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (119)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (267)
    transfers 36084826, max 5078
    transfer lists: 275.3 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #1 added RGB(911808, 804179, 736966)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #2 added RGB(167335, 129045, 99134)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #3 added RGB(43510, 31794, 24096)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #4 added RGB(13904, 8908, 5520)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #5 added RGB(4939, 3178, 2646)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #6 added RGB(2161, 1233, 707)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #7 added RGB(875, 547, 519)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #8 added RGB(470, 258, 137)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #9 added RGB(202, 132, 124)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #10 added RGB(128, 71, 32)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #11 added RGB(57, 40, 32)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #12 added RGB(40, 23, 8)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #13 added RGB(19, 14, 9)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #14 added RGB(14, 9, 2)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #15 added RGB(7, 5, 2)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #16 added RGB(5, 3, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #17 added RGB(3, 2, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #18 added RGB(2, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #19 added RGB(1, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #20 added RGB(1, 1, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0689 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (54)
    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 (117)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                 131/1024         6288/49152    (12.8%) 
    brushes               6153/8192        73836/98304    (75.1%) 
    brushsides           44993/65536      359944/524288   (68.7%) 
    planes               24838/65536      496760/1310720  (37.9%) 
    vertexes             58081/65536      696972/786432   (88.6%) VERY FULL!
    nodes                20566/65536      658112/2097152  (31.4%) 
    texinfos              4006/12288      288432/884736   (32.6%) 
    texdata                204/2048         6528/65536    (10.0%) 
    dispinfos              255/0           44880/0        ( 0.0%) 
    disp_verts           20599/0          411980/0        ( 0.0%) 
    disp_tris            32544/0           65088/0        ( 0.0%) 
    disp_lmsamples      531608/0          531608/0        ( 0.0%) 
    faces                33043/65536     1850408/3670016  (50.4%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces            19181/65536     1074136/3670016  (29.3%) 
    leaves               20698/65536      662336/2097152  (31.6%) 
    leaffaces            40630/65536       81260/131072   (62.0%) 
    leafbrushes          20533/65536       41066/131072   (31.3%) 
    areas                   10/256            80/2048     ( 3.9%) 
    surfedges           236033/512000     944132/2048000  (46.1%) 
    edges               142909/256000     571636/1024000  (55.8%) 
    LDR worldlights        335/8192        29480/720896   ( 4.1%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata           11/32768         132/393216   ( 0.0%) 
    waterstrips           2794/32768       27940/327680   ( 8.5%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices         57138/65536      114276/131072   (87.2%) VERY FULL!
    cubemapsamples           1/1024           16/16384    ( 0.1%) 
    overlays                19/512          6688/180224   ( 3.7%) 
    LDR lightdata         [variable]     5719748/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]    13049468/16777216 (77.8%) 
    entdata               [variable]      226152/393216   (57.5%) 
    LDR ambient table    20698/65536       82792/262144   (31.6%) 
    HDR ambient table    20698/65536       82792/262144   (31.6%) 
    LDR leaf ambient     91282/65536     2555896/1835008  (139.3%) VERY FULL!
    HDR leaf ambient     20698/65536      579544/1835008  (31.6%) 
    occluders               30/0            1200/0        ( 0.0%) 
    occluder polygons      684/0            8208/0        ( 0.0%) 
    occluder vert ind     3234/0           12936/0        ( 0.0%) 
    detail props          [variable]           1/12       ( 8.3%) 
    static props          [variable]           1/98518    ( 0.0%) 
    pakfile               [variable]       17933/0        ( 0.0%) 
    physics               [variable]     2301366/4194304  (54.9%) 
    physics terrain       [variable]      105427/1048576  (10.1%) 
    
    Level flags = 0
    
    Total triangle count: 92773
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\njp_City_halloween_Alpha_v1.bsp
    9 minutes, 38 seconds elapsed
      -2.337347 -1.299201 0.000000
      -2.337347 -1.278825 0.000000
      2.063540 1.299201 0.000000
      -2.337347 1.299201 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\njp_City_halloween_Alpha_v1.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materialsrc\maps\njp_City_halloween_Alpha_v1.bsp"
    
    
    Also, I've complied map with fast vvis, due to long compile on normal,
    Also I've used func_occluder, since its suposed to be alike gm_bigcity, just with more props.

    Cheers
     
  2. henke37

    aa henke37

    Messages:
    1,837
    Positive Ratings:
    420
    • Your map leaked
    • The lights have bad parameters
    • You have nodraw on displacements
    • The custom materials are missing and/or faulty
    • Visibility data is crap for fast vvis
    • The pvs system flat out doesn't work when the camera isn't in a visleaf.
    • You have placed non static props using prop_static
    • The detail material settings are wrong
     
  3. Pocket

    aa Pocket func_croc

    Messages:
    4,489
    Positive Ratings:
    2,213
    And your water and lava textures are invalid. You can fix that one by just opening up the files and removing the $bottommaterial lines from them.