Geometry appearing that I didn't place on compile.

Discussion in 'Mapping Questions & Discussion' started by Wyvern, Oct 10, 2018.

  1. Wyvern

    aa Wyvern Let's get this tumor filled bread!

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    Hi everyone!

    So, I have these two side vantage points right by the cp. They look fine in the editor, but on compile, the ramp extends past the 'mesa', and extends to a full triangle. I've tried to test BSP, and VIS groups, and nothing seems to be wrong. Any suggestions?

    Thanks!
    -Wyvern
     

    Attached Files:

  2. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

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    Can you post a screenshot of the map in Hammer and a copy of the compile log?

    My best guess is either a fatal VBSP error (causing TF2 to load an older version of your map) or you applied the skip texture to one face of the ramp brush (which is known to cause issues with brushes extending farther than they should).
     
    • Agree Agree x 1
  3. Wyvern

    aa Wyvern Let's get this tumor filled bread!

    Messages:
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    Positive Ratings:
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    Hi! Here's the 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_greyscale.vmf"

    Valve Software - vbsp.exe (Aug 2 2018)
    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\sourcesdk_content\tf\mapsrc\koth_greyscale.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/koth_greyscale/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/koth_greyscale/dev/dev_blendmeasure2_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)

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (628.0 -672.0 81.2)
    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 16235:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (540.0 -672.0 81.2)
    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 16234:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-156.0 -216.0 81.2)
    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 16256:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-244.0 -216.0 81.2)
    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 16255:

    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_greyscale.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_well_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_well_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_well_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_well_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...
    done (0) (104856 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 244 texinfos to 114
    Reduced 15 texdatas to 12 (428 bytes to 332)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_greyscale.bsp
    Wrote ZIP buffer, estimated size 1406, actual size 1058
    1 second 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_greyscale"

    Valve Software - vvis.exe (Aug 2 2018)
    fastvis = true
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_greyscale.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_greyscale.prt
    525 portalclusters
    1739 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 3897 visible clusters (1.50%)
    Total clusters visible: 260108
    Average clusters visible: 495
    Building PAS...
    Average clusters audible: 525
    visdatasize:73461 compressed from 75600
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_greyscale.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" -noextra "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_greyscale"

    Valve Software - vrad.exe SSE (Jul 18 2018)

    Valve Radiosity Simulator
    4 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\sourcesdk_content\tf\mapsrc\koth_greyscale.bsp
    Setting up ray-trace acceleration structure... Done (0.05 seconds)
    1667 faces
    909790 square feet [131009776.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    1667 patches before subdivision
    37831 patches after subdivision
    sun extent from map=0.000000
    sun extent from map=0.000000
    5 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
    transfers 2339727, max 479
    transfer lists: 17.9 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(68396, 39198, 35135)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(6700, 2699, 2852)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(949, 214, 295)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(177, 21, 39)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(36, 2, 6)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(8, 0, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(2, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0082 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 (2)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 24/1024 1152/49152 ( 2.3%)
    brushes 282/8192 3384/98304 ( 3.4%)
    brushsides 1731/65536 13848/524288 ( 2.6%)
    planes 834/65536 16680/1310720 ( 1.3%)
    vertexes 2583/65536 30996/786432 ( 3.9%)
    nodes 1200/65536 38400/2097152 ( 1.8%)
    texinfos 114/12288 8208/884736 ( 0.9%)
    texdata 12/2048 384/65536 ( 0.6%)
    dispinfos 0/0 0/0 ( 0.0%)
    disp_verts 0/0 0/0 ( 0.0%)
    disp_tris 0/0 0/0 ( 0.0%)
    disp_lmsamples 0/0 0/0 ( 0.0%)
    faces 1667/65536 93352/3670016 ( 2.5%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 870/65536 48720/3670016 ( 1.3%)
    leaves 1225/65536 39200/2097152 ( 1.9%)
    leaffaces 1804/65536 3608/131072 ( 2.8%)
    leafbrushes 822/65536 1644/131072 ( 1.3%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 11350/512000 45400/2048000 ( 2.2%)
    edges 6423/256000 25692/1024000 ( 2.5%)
    LDR worldlights 4/8192 352/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 2/32768 24/393216 ( 0.0%)
    waterstrips 127/32768 1270/327680 ( 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] 822520/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 73461/16777216 ( 0.4%)
    entdata [variable] 20341/393216 ( 5.2%)
    LDR ambient table 1225/65536 4900/262144 ( 1.9%)
    HDR ambient table 1225/65536 4900/262144 ( 1.9%)
    LDR leaf ambient 8012/65536 224336/1835008 (12.2%)
    HDR leaf ambient 1225/65536 34300/1835008 ( 1.9%)
    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] 1/362 ( 0.3%)
    pakfile [variable] 1058/0 ( 0.0%)
    physics [variable] 104856/4194304 ( 2.5%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 4528
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_greyscale.bsp
    6 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_greyscale.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_greyscale.bsp"
     
  4. Wyvern

    aa Wyvern Let's get this tumor filled bread!

    Messages:
    20
    Positive Ratings:
    7
    And here is the hammer browser.
     

    Attached Files:

  5. Wyvern

    aa Wyvern Let's get this tumor filled bread!

    Messages:
    20
    Positive Ratings:
    7
    Update: Problem Solved! I guess the Visleafs were a bit too much for Hammer. I just turned the flat part of the vantage points into func_details.
     
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