Help with "Material X does not support vertex format used by the mesh" error.

Discussion in 'Mapping Questions & Discussion' started by Werewolf, Aug 25, 2016.

  1. Werewolf

    aa Werewolf Probably not a real Werewolf

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    UPDATED: Corrected a couple mistakes, updated with more accurate information

    To be honest I do not know if this is the cause of the problem I am having, or just a coincidence, but it has to do with displacements.

    So I have many displacements in my map. They are all built properly using power of 3 (except 1 which is power of 4) and there are no compile errors, though I do notice that vbsp 'patches' the 2 materials I have a problem with.
    Code:
    Patching WVT material: maps/gmodtech_hotel_rc2/egypt/sand_floor_blend_04_wvt_patch
    Patching WVT material: maps/gmodtech_hotel_rc2/maritime/nature/blendsandtosand_wvt_patch
    When I first compile the map none of the displacements that use those textures are aren't rendered and the console spams the errors below:
    Code:
    Material egypt/sand_floor_blend_04 does not support vertex format used by the mesh (maybe missing fields or mismatched vertex compression?), mesh will not be rendered. Grab a programmer!
    Material maritime/nature/blendsandtosand does not support vertex format used by the mesh (maybe missing fields or mismatched vertex compression?), mesh will not be rendered. Grab a programmer!
    Just to make this clear, it is ALL DISPLACEMENTS in the map, not specific displacements failing to render.

    However once I build my cubemaps and reload the map they render normally. In fact as soon as I enter mat_specular 0 the errors stop spamming, (though the displacements still aren't being rendered until after I have built the cubemaps.) I can then compress the map as normal (via bsp_repack) and load it up on my testing craptop, where the displacements are rendered fine.

    But here's where it gets weird and annoying. As soon as I reload the compressed & cubemapped version of the map on my main PC, the displacements aren't render and the errors flood the console again. Now I'd assume that it's because I would have turned mat_specular back to '1', but my testing laptop runs with it on and it renders the displacements just fine.

    I don't understand is why this is happening or how to fix it.
     
    Last edited: Aug 28, 2016
  2. Werewolf

    aa Werewolf Probably not a real Werewolf

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    So I discovered that I didn't need to rebuild the cubemaps at all, the diplacements being rendered or not is tied to the use of mat_specular. If it's set to 1, they aren't rendered and console floods with the error. If its off, then they render and there is no console flooding.

    However once I turn mat_bumpmap to '0', the console floods with this:
    Code:
    CMaterialVar::GetVecValue: trying to get a vec value for $envmaptint which is of type 1
    CMaterialVar::GetVecValue: trying to get a vec value for $envmaptint which is of type 1
    CMaterialVar::GetVecValue: trying to get a vec value for $envmaptint which is of type 1
    CMaterialVar::GetVecValue: trying to get a vec value for $envmaptint which is of type 1
    CMaterialVar::GetVecValue: trying to get a vec value for $envmaptint which is of type 1
    CMaterialVar::GetVecValue: trying to get a vec value for $envmaptint which is of type 1
    CMaterialVar::GetVecValue: trying to get a vec value for $envmaptint which is of type 1
    CMaterialVar::GetVecValue: trying to get a vec value for $envmaptint which is of type 1
    CMaterialVar::GetVecValue: trying to get a vec value for $envmaptint which is of type 1
    Surely there has to be some fix to this problem out there? I can't have been the only person to have encountered this.
     
    Last edited: Aug 28, 2016
  3. Werewolf

    aa Werewolf Probably not a real Werewolf

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    So I tried converting my displacements to props using Propper and it failed to compile them, citing a "Found a displacement edge abutting multiple other edges." error.
     
  4. Werewolf

    aa Werewolf Probably not a real Werewolf

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    I've also tried using other textures and no matter what texture I put on those displacements, they fail to render in game.
     
  5. Idolon

    aa Idolon the worst admin

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  6. Werewolf

    aa Werewolf Probably not a real Werewolf

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    I can, but do you want the VRAD part too? Cos I'm not sure if its needed in this instance?
     
  7. Idolon

    aa Idolon the worst admin

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    Just post all of it. Anything can be relevant to the issue, really.
     
  8. Werewolf

    aa Werewolf Probably not a real Werewolf

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    OK I'm mid compile right now so when it's done I'll post that as is.
     
  9. Werewolf

    aa Werewolf Probably not a real Werewolf

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    Here we go, one fresh compile log. Only the BspZip output has been removed:
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -threads 3 -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\gmodtech_hotel_rc2"

    Valve Software - vbsp.exe (Jul 26 2016)
    3 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\gmodtech_hotel_rc2.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/gmodtech_hotel_rc2/egypt/sand_floor_blend_04_wvt_patch
    Patching WVT material: maps/gmodtech_hotel_rc2/maritime/nature/blendsandtosand_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    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 (1)
    Find Visible Detail Sides...
    Merged 1368 detail faces...done (2)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (2)
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\gmodtech_hotel_rc2.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_goldnight_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_goldnight_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_goldnight_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_goldnight_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...
    WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
    done (4) (3938469 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 21040 texinfos to 8504
    Reduced 886 texdatas to 775 (43423 bytes to 37648)
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\gmodtech_hotel_rc2.bsp
    Wrote ZIP buffer, estimated size 279152, actual size 205104
    34 seconds elapsed
    -1.625600 -1.244600 0.000000
    -1.625600 -0.990600 0.000000
    -1.625600 -1.346200 0.000000
    -1.574799 -1.346200 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: -threads 3 -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\gmodtech_hotel_rc2"

    Valve Software - vvis.exe (Jul 26 2016)
    3 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\gmodtech_hotel_rc2.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\gmodtech_hotel_rc2.prt
    1734 portalclusters
    4077 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
    PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (74)
    Optimized: 5114 visible clusters (0.92%)
    Total clusters visible: 553748
    Average clusters visible: 319
    Building PAS...
    Average clusters audible: 1318
    visdatasize:587108 compressed from 776832
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\gmodtech_hotel_rc2.bsp
    1 minute, 15 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -threads 3 -StaticPropLighting -StaticPropPolys -TextureShadows -lights "H:\Documents\Mapping\0. My Projects\GmT_Hotel\gmt_hotel.rad" -ldr -final -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\gmodtech_hotel_rc2"

    Valve Software - vrad.exe SSE (Jul 26 2016)

    Valve Radiosity Simulator
    3 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights

    [56 texlights parsed from 'lights.rad']

    [Reading texlights from 'H:\Documents\Mapping\0. My Projects\GmT_Hotel\gmt_hotel.rad']
    [3 texlights parsed from 'H:\Documents\Mapping\0. My Projects\GmT_Hotel\gmt_hotel.rad']

    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\gmodtech_hotel_rc2.bsp
    Loaded alpha texture materials\Models\props_gameplay\security_fence_alpha.vtf
    Setting up ray-trace acceleration structure... Done (53.71 seconds)
    24812 faces
    10225463 square feet [1472466688.00 square inches]
    117 Displacements
    211184 Square Feet [30410552.00 Square Inches]
    24812 patches before subdivision
    530674 patches after subdivision
    sun extent from map=0.000000
    1899 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1629)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (260)
    transfers 89878133, max 2973
    transfer lists: 685.7 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(3945086, 3082570, 2349936)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(1848238, 1502426, 1086838)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(767556, 592624, 442267)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(439468, 337569, 248897)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(230308, 168904, 121459)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(138615, 101409, 72193)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(77987, 55107, 37860)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(47958, 33864, 23067)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(28119, 19310, 12762)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #10 added RGB(17526, 12037, 7892)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(10592, 7129, 4563)
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    Bounce #12 added RGB(6677, 4495, 2856)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added RGB(4132, 2745, 1711)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #14 added RGB(2632, 1750, 1083)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #15 added RGB(1661, 1095, 667)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #16 added RGB(1069, 706, 427)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #17 added RGB(686, 451, 269)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #18 added RGB(446, 293, 173)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #19 added RGB(290, 190, 111)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #20 added RGB(190, 125, 72)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #21 added RGB(125, 82, 47)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #22 added RGB(83, 54, 31)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #23 added RGB(55, 36, 20)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #24 added RGB(37, 24, 13)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #25 added RGB(25, 16, 9)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #26 added RGB(17, 11, 6)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #27 added RGB(11, 7, 4)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #28 added RGB(8, 5, 3)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #29 added RGB(5, 3, 2)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #30 added RGB(3, 2, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #31 added RGB(2, 2, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #32 added RGB(2, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #33 added RGB(1, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #34 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.2539 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (23)
    FinalLightFace Done
    1332 of 1332 (100% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (179)
    Writing leaf ambient...done
    Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (1589)

    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 517/1024 24816/49152 (50.5%)
    brushes 6141/8192 73692/98304 (75.0%)
    brushsides 42407/65536 339256/524288 (64.7%)
    planes 15210/65536 304200/1310720 (23.2%)
    vertexes 38689/65536 464268/786432 (59.0%)
    nodes 8941/65536 286112/2097152 (13.6%)
    texinfos 8504/12288 612288/884736 (69.2%)
    texdata 775/2048 24800/65536 (37.8%)
    dispinfos 117/0 20592/0 ( 0.0%)
    disp_verts 9141/0 182820/0 ( 0.0%)
    disp_tris 14592/0 29184/0 ( 0.0%)
    disp_lmsamples 650889/0 650889/0 ( 0.0%)
    faces 24812/65536 1389472/3670016 (37.9%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 16461/65536 921816/3670016 (25.1%)
    leaves 9459/65536 302688/2097152 (14.4%)
    leaffaces 28743/65536 57486/131072 (43.9%)
    leafbrushes 10573/65536 21146/131072 (16.1%)
    areas 71/256 568/2048 (27.7%)
    surfedges 181564/512000 726256/2048000 (35.5%)
    edges 112196/256000 448784/1024000 (43.8%)
    LDR worldlights 1899/8192 167112/720896 (23.2%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 26/32768 312/393216 ( 0.1%)
    waterstrips 1929/32768 19290/327680 ( 5.9%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 41088/65536 82176/131072 (62.7%)
    cubemapsamples 86/1024 1376/16384 ( 8.4%)
    overlays 230/512 80960/180224 (44.9%)
    LDR lightdata [variable] 35356068/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 587108/16777216 ( 3.5%)
    entdata [variable] 714135/393216 (181.6%) VERY FULL!
    LDR ambient table 9459/65536 37836/262144 (14.4%)
    HDR ambient table 9459/65536 37836/262144 (14.4%)
    LDR leaf ambient 29021/65536 812588/1835008 (44.3%)
    HDR leaf ambient 9459/65536 264852/1835008 (14.4%)
    occluders 6/0 240/0 ( 0.0%)
    occluder polygons 10/0 120/0 ( 0.0%)
    occluder vert ind 40/0 160/0 ( 0.0%)
    detail props [variable] 1/12 ( 8.3%)
    static props [variable] 1/204958 ( 0.0%)
    pakfile [variable] 43688572/0 ( 0.0%)
    physics [variable] 3938469/4194304 (93.9%) VERY FULL!
    physics terrain [variable] 0/1048576 ( 0.0%)

    Level flags = 1

    Total triangle count: 65727
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\gmodtech_hotel_rc2.bsp
    1 hour, 2 minutes, 36 seconds elapsed

    ** Executing...
    ** Command: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\bspzip.exe
    ** Parameters: -addorupdatelist "c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\gmodtech_hotel_rc2" "H:\Documents\Mapping\0. My Projects\GmT_Hotel\gmodtech_hotel-bspzip.txt" "c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\gmodtech_hotel_rc2"

    [*BspZip Section removed*]

    ** Executing...
    ** Command: Copy File
    ** Parameters: "c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\gmodtech_hotel_rc2.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\maps\gmodtech_hotel_rc2.bsp"


    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\hl2.exe"
    ** Parameters: -hijack -heapsize 4194304 -novid -noborder -dev -allowdebug -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" +map "gmodtech_hotel_rc2"
     
  10. Idolon

    aa Idolon the worst admin

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    Taken from http://www.interlopers.net/errors:

    [​IMG]

    My best guess is that the displacement that doesn't appear is a weird shape. Multiple vertexes might be inside of each other, or it might be intersecting itself somehow - I don't know. Your best bet is to delete the displacements and recreate them, and try not to do anything weird. I realize "don't do anything weird" is vague advice, but it's the best I've got.
     
  11. Werewolf

    aa Werewolf Probably not a real Werewolf

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    Nah that's related to a custom prop. I've had that error for a while and more importantly, since before I made the displacements, though there are neither displacements or custom props at those coordinates specified in the compile log.
     
    Last edited: Aug 27, 2016
  12. Werewolf

    aa Werewolf Probably not a real Werewolf

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    Also its not one displacement failing, its ALL of them. The only brushes with displacements that remain are the ones that were previously converted to prop_static's via Propper. If it's a world brush displacement, it will not render.
     
  13. Idolon

    aa Idolon the worst admin

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    Have you tried doing a compile with the prop hidden? I'd recommend trying to get that error to disappear before deciding the problem is elsewhere.

    I can't think of any cases where power 4 displacements caused errors like this, but it might be worth a shot trying to down-res them so that VBSP doesn't throw a warning about physics. I really doubt this is the issue, but removing anything that even seems remotely problematic is good when debugging.

    It's also probably worth verifying your game's cache. If the problem is only happening on one copy of the game, it's probably that copy causing the issue.
     
  14. Werewolf

    aa Werewolf Probably not a real Werewolf

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    Yes that's how I figured out it was one of the props and which prop. I tried re-making the prop in question but due to the nature of its shape, I always got the error.

    It's doing it to all displacements regardless of power. I've downgraded my power 4 displacements to power 3, and a have a few at power 2. I'll see if it make a difference.

    I shall give that a try, though frankly I'm not holding my breath on that working.
     
  15. Werewolf

    aa Werewolf Probably not a real Werewolf

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    Still getting the error after removing power of 4 displacement.

    Here's the compile log (done without VRAD or BspZip):
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -threads 3 -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\gmodtech_hotel_rc2"

    Valve Software - vbsp.exe (Jul 26 2016)
    3 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\gmodtech_hotel_rc2.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/gmodtech_hotel_rc2/egypt/sand_floor_blend_04_wvt_patch
    Patching WVT material: maps/gmodtech_hotel_rc2/maritime/nature/blendsandtosand_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    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 1368 detail faces...done (1)
    Merging details...done (1)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\gmodtech_hotel_rc2.prt...Building visibility clusters...
    done (1)
    *** Error: Skybox vtf files for skybox/sky_goldnight_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_goldnight_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_goldnight_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_goldnight_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 (3) (2274113 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 20987 texinfos to 8481
    Reduced 886 texdatas to 774 (43423 bytes to 37616)
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\gmodtech_hotel_rc2.bsp
    Wrote ZIP buffer, estimated size 279152, actual size 205104
    33 seconds elapsed
    -1.625600 -1.244600 0.000000
    -1.625600 -0.990600 0.000000
    -1.625600 -1.346200 0.000000
    -1.574799 -1.346200 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: -threads 3 -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\gmodtech_hotel_rc2"

    Valve Software - vvis.exe (Jul 26 2016)
    3 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\gmodtech_hotel_rc2.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\gmodtech_hotel_rc2.prt
    1734 portalclusters
    4077 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
    PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (78)
    Optimized: 5114 visible clusters (0.92%)
    Total clusters visible: 553748
    Average clusters visible: 319
    Building PAS...
    Average clusters audible: 1318
    visdatasize:587108 compressed from 776832
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\gmodtech_hotel_rc2.bsp
    1 minute, 19 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\gmodtech_hotel_rc2.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\maps\gmodtech_hotel_rc2.bsp"


    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\hl2.exe"
    ** Parameters: -hijack -heapsize 4194304 -novid -noborder -dev -allowdebug -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" +map "gmodtech_hotel_rc2"
     
  16. Werewolf

    aa Werewolf Probably not a real Werewolf

    Messages:
    779
    Positive Ratings:
    226
    Verified my game cache, STILL the same error.

    I think you can understand why this is frustrating me, because there is no apparent reason for it behave like this and yet it does.
     
  17. henke37

    aa henke37

    Messages:
    1,909
    Positive Ratings:
    446
    Bisect the map. Use cordon to remove parts of the map until you know what is causing the error.
     
  18. Werewolf

    aa Werewolf Probably not a real Werewolf

    Messages:
    779
    Positive Ratings:
    226
    I can try this, but when it happens to EVERY displacement on the map including the ones in the skybox then I doubt it's going to work.
     
  19. Werewolf

    aa Werewolf Probably not a real Werewolf

    Messages:
    779
    Positive Ratings:
    226
    Cordoning the map did nothing. Because it's all of the displacements. All 84 of them (77 of them in the main map, 7 in the skybox)

    I've gone back and checked the various guides on this site and unless I'm being stupid, none of them are incorrectly built. I've included pictures under the spoiler if you want to check for yourself.
    Main map:
    [​IMG]

    Skybox
    [​IMG]

    And remember, as soon as I turn mat_specular off, they are rendered normally again.
     
  20. Idolon

    aa Idolon the worst admin

    Messages:
    1,548
    Positive Ratings:
    4,437
    Henke is describing a process where you use the cordon tool to compile only half of the map, which tells you which half of the map the problem is on. You cut that half in half again and repeat the process until you can more or less identify what specific brush/entity is causing the issue.

    You can also use visgroups to try and narrow things down. e.x. if you do a compile with just world brushes disabled and the problem goes away, then you know a world brush is causing the issue.