Map loading old version with square chunks cut out

S T A R S ☰ T

L1: Registered
Nov 10, 2017
38
12
I'm working on a passtime map, and I ran into an issue that's got me stumped. When ran, the map loads an older version, and there's square chunks that are render and de-render everywhere.
Console:
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:\Users\temp\Desktop\pass_arena.vmf"

Valve Software - vbsp.exe (Aug  2 2018)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\temp\Desktop\pass_arena.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 296 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\temp\Desktop\pass_arena.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_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
Overlay touching too many faces (touching 69, max 64)
Overlay overlays/logo_blue_white at 0.0 -5824.0 1680.0

** 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:\Users\temp\Desktop\pass_arena"

Valve Software - vvis.exe (Aug  2 2018)
fastvis = true
8 threads
reading c:\users\temp\desktop\pass_arena.bsp
reading c:\users\temp\desktop\pass_arena.prt
1904 portalclusters
6006 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 131654 visible clusters (4.17%)
Total clusters visible: 3156620
Average clusters visible: 1657
Building PAS...
Average clusters audible: 1904
visdatasize:916785  compressed from 913920
writing c:\users\temp\desktop\pass_arena.bsp
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:\Users\temp\Desktop\pass_arena"

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

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

[56 texlights parsed from 'lights.rad']

Loading c:\users\temp\desktop\pass_arena.bsp
Setting up ray-trace acceleration structure... Done (0.46 seconds)
5103 faces
10533211 square feet [1516782336.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
5103 patches before subdivision
zero area child patch
132085 patches after subdivision
82 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (11)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (29)
transfers 61833540, max 2125
transfer lists: 471.8 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(108640, 99798, 91743)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(17818, 15100, 13206)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(3144, 2395, 1970)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(638, 430, 333)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #5 added RGB(139, 81, 59)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(32, 16, 11)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(8, 3, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(2, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0534 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (3)
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 (7)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  43/1024         2064/49152    ( 4.2%)
brushes                582/8192         6984/98304    ( 7.1%)
brushsides            4624/65536       36992/524288   ( 7.1%)
planes                3514/65536       70280/1310720  ( 5.4%)
vertexes              8721/65536      104652/786432   (13.3%)
nodes                 3770/65536      120640/2097152  ( 5.8%)
texinfos               449/12288       32328/884736   ( 3.7%)
texdata                 48/2048         1536/65536    ( 2.3%)
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                 5103/65536      285768/3670016  ( 7.8%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces             1616/65536       90496/3670016  ( 2.5%)
leaves                3814/65536      122048/2097152  ( 5.8%)
leaffaces             5953/65536       11906/131072   ( 9.1%)
leafbrushes           2232/65536        4464/131072   ( 3.4%)
areas                    2/256            16/2048     ( 0.8%)
surfedges            30067/512000     120268/2048000  ( 5.9%)
edges                17817/256000      71268/1024000  ( 7.0%)
LDR worldlights         82/8192         7216/720896   ( 1.0%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips            431/32768        4310/327680   ( 1.3%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices          6183/65536       12366/131072   ( 9.4%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 4/512          1408/180224   ( 0.8%)
LDR lightdata         [variable]     6814368/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]      916785/16777216 ( 5.5%)
entdata               [variable]       79925/393216   (20.3%)
LDR ambient table     3814/65536       15256/262144   ( 5.8%)
HDR ambient table     3814/65536       15256/262144   ( 5.8%)
LDR leaf ambient     18668/65536      522704/1835008  (28.5%)
HDR leaf ambient      3814/65536      106792/1835008  ( 5.8%)
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]           1/16458    ( 0.0%)
pakfile               [variable]        1647/0        ( 0.0%)
physics               [variable]      233025/4194304  ( 5.6%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 13275
Writing c:\users\temp\desktop\pass_arena.bsp
53 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\temp\Desktop\pass_arena.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pass_arena.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" -w 1920 -h 1080 +map "pass_arena" -steam
I'm running vvis.exe in fast mode, but it didn't do this during other runs.
Here's the map file for anyone who wants to take a look: https://drive.google.com/file/d/1YxKoQivVffyWJTOvOxgC4-FP1LLZzqKM/view?usp=sharing
 

Infomaniac

L6: Sharp Member
Nov 29, 2015
374
207
is radius culling on?
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,329
989
Overlay touching too many faces (touching 69, max 64)
Overlay overlays/logo_blue_white at 0.0 -5824.0 1680.0

Fix this issue, it's a compile killing one.
 

S T A R S ☰ T

L1: Registered
Nov 10, 2017
38
12
is radius culling on?
Nope.
Overlay touching too many faces (touching 69, max 64)
Overlay overlays/logo_blue_white at 0.0 -5824.0 1680.0

Fix this issue, it's a compile killing one.
I haven't touched that overlay in many updates, wonder why it's suddenly throwing errors. Also, I have it only on one face, a flat wall. Or is it saying some other type of "face"?
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,329
989
Nope.

I haven't touched that overlay in many updates, wonder why it's suddenly throwing errors. Also, I have it only on one face, a flat wall. Or is it saying some other type of "face"?
If it is a very large wall made up of a single brush, it will be cut into smaller brushes during the compile process or something (so many additional faces will be added)
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,329
989
Any way I can stop that from happening?
Split the big wall up into smaller brushes using the clip tool, or put it on a smaller brush that you put in front of the bigger one