everything has gone black! not sure what I've done?

V-Sync

L1: Registered
May 24, 2020
3
1
heya guys I'm fairly new to mapping so I'm not sure whats happened with my map. after compiling it I joined in and all the brushes appeared black with only props and the skybox correct. hopefully someone could take a look at my compile log and give my some advice on how I could fix this :)

included a picture in case my explanation isn't too great

compile log below:


** 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\bin\Hammer Editor Works\koth_headland.vmf"

Valve Software - vbsp.exe (Sep 23 2019)
16 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\bin\Hammer Editor Works\koth_headland.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
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 24 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\Hammer Editor Works\koth_headland.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_upward weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_upward to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_upward weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_upward 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 (0) (57019 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 181 texinfos to 123
Reduced 18 texdatas to 15 (455 bytes to 317)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\Hammer Editor Works\koth_headland.bsp
Wrote ZIP buffer, estimated size 1365, actual size 1017
0 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\Hammer Editor Works\koth_headland"

Valve Software - vvis.exe (Sep 23 2019)
16 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\hammer editor works\koth_headland.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\hammer editor works\koth_headland.prt
363 portalclusters
1122 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 (6)
Optimized: 284 visible clusters (0.27%)
Total clusters visible: 104221
Average clusters visible: 287
Building PAS...
Average clusters audible: 362
visdatasize:36215 compressed from 34848
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\hammer editor works\koth_headland.bsp
6 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\Hammer Editor Works\koth_headland"

Valve Software - vrad.exe SSE (Sep 23 2019)

Valve Radiosity Simulator
16 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\bin\hammer editor works\koth_headland.bsp
Setting up ray-trace acceleration structure... Done (0.08 seconds)
1428 faces
1931833 square feet [278184064.00 square inches]
18 Displacements
31031 Square Feet [4468549.00 Square Inches]
1428 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
49510 patches after subdivision
sun extent from map=0.008727
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 2350814, max 382
transfer lists: 17.9 megs
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Build Patch/Sample Hash Table(s).....Done<0.0118 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (5)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 13/1024 624/49152 ( 1.3%)
brushes 138/8192 1656/98304 ( 1.7%)
brushsides 1348/65536 10784/524288 ( 2.1%)
planes 1606/65536 32120/1310720 ( 2.5%)
vertexes 1980/65536 23760/786432 ( 3.0%)
nodes 817/65536 26144/2097152 ( 1.2%)
texinfos 123/12288 8856/884736 ( 1.0%)
texdata 15/2048 480/65536 ( 0.7%)
dispinfos 18/0 3168/0 ( 0.0%)
disp_verts 674/0 13480/0 ( 0.0%)
disp_tris 960/0 1920/0 ( 0.0%)
disp_lmsamples 59736/0 59736/0 ( 0.0%)
faces 1428/65536 79968/3670016 ( 2.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 595/65536 33320/3670016 ( 0.9%)
leaves 831/65536 26592/2097152 ( 1.3%)
leaffaces 1715/65536 3430/131072 ( 2.6%)
leafbrushes 538/65536 1076/131072 ( 0.8%)
areas 2/256 16/2048 ( 0.8%)
surfedges 9006/512000 36024/2048000 ( 1.8%)
edges 5013/256000 20052/1024000 ( 2.0%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 142/32768 1420/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2028/65536 4056/131072 ( 3.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1841960/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 36215/16777216 ( 0.2%)
entdata [variable] 12529/393216 ( 3.2%)
LDR ambient table 831/65536 3324/262144 ( 1.3%)
HDR ambient table 831/65536 3324/262144 ( 1.3%)
LDR leaf ambient 5992/65536 167776/1835008 ( 9.1%)
HDR leaf ambient 831/65536 23268/1835008 ( 1.3%)
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] 1/290 ( 0.3%)
pakfile [variable] 1017/0 ( 0.0%)
physics [variable] 57019/4194304 ( 1.4%)
physics terrain [variable] 1628/1048576 ( 0.2%)

Level flags = 0

Total triangle count: 3749
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\hammer editor works\koth_headland.bsp
14 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\Hammer Editor Works\koth_headland.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_headland.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" +map "koth_headland" -steam
 

Attachments

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Maid

Bimbo Succubus Lesbian
aa
Sep 29, 2018
246
553
Usually this can happen if you put a lighting entity inside a worldbrush accidentally. Have a look around for lights (including your light_environment) and move or delete any that are stuck inside of brush geometry :) hope this helps
 

V-Sync

L1: Registered
May 24, 2020
3
1
all's fixed. I removed all my displacements and it fixed to I assue its a lighting bug caused by it clipping with something somewhere but I'm not sure which one of my displacments caused it so I'll have to do some testing. thx for your suggestion though :)