Issue when copying and pasting my buildings (What is happening and how do I fix it?)

Discussion in 'Mapping Questions & Discussion' started by _Blamo, Mar 2, 2018.

  1. _Blamo

    _Blamo L1: Registered

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    Sorry for the vague title (and potential grammatical issues coming your way, I wrote this in a hurry), but I encountered an issue when I finally decided to commit to building a [first] map for the first time in months. However, when I was copying a building to put on the other side of the mid, this happened:

    20180302205650_1.jpg

    and when I tried modifying and copying in a different way (instead of copying just the building I copied the whole half of what I had as a mid) both buildings ended up being affected:

    20180302205237_1.jpg

    and those "blocks" also have a phantom effect, meaning that you can step and see through them as if they weren't there, but also had a "nodraw" effect at the same time:

    20180302205356_1.jpg

    20180302205404_1.jpg

    for reference, here is what the buildings are supposed to look like (and how it looks in hammer):

    Screenshot_1.png

    If you have any idea on how to fix this issue (or even to tell me if this is a common issue) then I would appreciate it greatly, thanks!
     
  2. massacre master

    massacre master L2: Junior Member

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    press alt+p and check for errors there. or just try redoing the brush.
     
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  3. _Blamo

    _Blamo L1: Registered

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    Oddly enough, the only error here states that there isn't a "player start" which I assume is for another source game anyway (I'm using the team spawn from the ABS pack). Guess I'll have to redo the whole building again, maybe clean some brushwork up a bit (much to my dismay)
     
  4. massacre master

    massacre master L2: Junior Member

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    yup. sometimes I have to redo brushes too
     
  5. _Blamo

    _Blamo L1: Registered

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    I just did most of the building(s) and everything is going smoothly so far surprisingly.

    I really only notice one bad edge inside as well as a few on the roof, but you would have to get really close to notice it on the latter.

    I'll still be waiting for an answer in case I run into this problem again, but thanks for the tips!
     
  6. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

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    Can you post your compile log? If you're having compile problems, the compile log is a great place to start. This page will check your log for errors- it's a really handy tool that I use often. Just ignore the "Can't load skybox file [texture] to build the default cubemap!" error, it's just a bug with all the TF2 skyboxes and can be ignored as long as you manually build cubemaps after compile. (Protip: Compilepal can automatically do this for you!)

    Hammer is finnicky sometimes, so sometimes something as simple as deleting and remaking a brush in the exact same way as before can fix an unknown problem.

    Also, yes the "There is no player start" is leftover from other Source games. It's indicating that you have no info_player_start entities. TF2 doesn't use info_player_start, but the problem checker doesn't know that. This error can be safely ignored. If it bothers you, you can add an info_player_start entity anywhere in your map to get rid of it. It won't have any effect in TF2, aside from adding to the entity count.
     
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  7. _Blamo

    _Blamo L1: Registered

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    Here is the compile log of a previous version that had this issue

    ** 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\thing00.vmf"

    Valve Software - vbsp.exe (Oct 14 2017)
    8 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\thing00.vmf
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    **** leaked ****
    Entity prop_static (331.00 506.00 -208.00) leaked!

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (541.0 198.0 -235.0)
    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 11370:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (541.0 710.0 -147.0)
    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 11370:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (541.0 454.0 -198.0)
    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 11370:

    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 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) (54915 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 343 texinfos to 224
    Reduced 7 texdatas to 7 (160 bytes to 160)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\thing00.bsp
    ZIP Output overshot buffer estimate: Estimated 0, actual 54
    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\sourcesdk_content\tf\mapsrc\thing00"

    Valve Software - vvis.exe (Oct 14 2017)
    8 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\thing00.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\thing00.prt
    LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\thing00.prt


    ** 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\sourcesdk_content\tf\mapsrc\thing00"

    Valve Software - vrad.exe SSE (Oct 14 2017)

    Valve Radiosity Simulator
    8 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\thing00.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.06 seconds)
    1278 faces
    3 degenerate faces
    1347129 square feet [193986672.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    sun extent from map=0.008727
    2 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Build Patch/Sample Hash Table(s).....Done<0.0034 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
    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 (3)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 1/1024 48/49152 ( 0.1%)
    brushes 97/8192 1164/98304 ( 1.2%)
    brushsides 1135/65536 9080/524288 ( 1.7%)
    planes 1462/65536 29240/1310720 ( 2.2%)
    vertexes 1950/65536 23400/786432 ( 3.0%)
    nodes 823/65536 26336/2097152 ( 1.3%)
    texinfos 224/12288 16128/884736 ( 1.8%)
    texdata 7/2048 224/65536 ( 0.3%)
    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 1278/65536 71568/3670016 ( 2.0%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 507/65536 28392/3670016 ( 0.8%)
    leaves 825/65536 26400/2097152 ( 1.3%)
    leaffaces 1367/65536 2734/131072 ( 2.1%)
    leafbrushes 347/65536 694/131072 ( 0.5%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 8285/512000 33140/2048000 ( 1.6%)
    edges 4560/256000 18240/1024000 ( 1.8%)
    LDR worldlights 2/8192 176/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 118/32768 1180/327680 ( 0.4%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 1914/65536 3828/131072 ( 2.9%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 685760/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 869/393216 ( 0.2%)
    LDR ambient table 825/65536 3300/262144 ( 1.3%)
    HDR ambient table 825/65536 3300/262144 ( 1.3%)
    LDR leaf ambient 6081/65536 170268/1835008 ( 9.3%)
    HDR leaf ambient 825/65536 23100/1835008 ( 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] 1/648 ( 0.2%)
    pakfile [variable] 54/0 ( 0.0%)
    physics [variable] 54915/4194304 ( 1.3%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 3620
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\thing00.bsp
    ZIP Output overshot buffer estimate: Estimated 0, actual 54
    4 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\thing00.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\thing00.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" -novid +map "thing00" -steam

    I also used the site you linked and apparently an error that I found states that it could be caused by a leak. I just redid my brushes to make them a little more cleaner so perhaps that fixed the issue.
     
  8. massacre master

    massacre master L2: Junior Member

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    **** leaked ****

    Entity prop_static (331.00 506.00 -208.00) leaked!

    you need to fix this for the map to function properly. even 1 leak is bad
     
  9. massacre master

    massacre master L2: Junior Member

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    btw yup, avoid leaks. by the way, you can load pointfile after pressing map to check for leaks
     
  10. _Blamo

    _Blamo L1: Registered

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    I just checked the compile log of the latest version of my map and there appears to be zero leaks currently thankfully!
     
  11. massacre master

    massacre master L2: Junior Member

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    good. is your original problem still there?
     
  12. _Blamo

    _Blamo L1: Registered

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    Not at the moment, however if a leak does somehow manage to happen again the worst that could happen is that I need to re-do some brushes, which wasn't all that bad in this particular case
     
  13. Adog312

    Adog312 L1: Registered

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    This might not be relevant and you might already know this, but turn off radius culling. it's the little r in a red circle at the top. it causes random leaks and should never be on.
     
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