Map loading old version with square chunks cut out

Discussion in 'Mapping Questions & Discussion' started by S T A R S ☰ T, Apr 27, 2019.

  1. S T A R S ☰ T

    S T A R S ☰ T L1: Registered

    Messages:
    38
    Positive Ratings:
    7
    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
     
  2. Infomaniac

    Infomaniac L6: Sharp Member

    Messages:
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    203
    is radius culling on?
     
  3. DrSquishy

    aa DrSquishy ???

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    779
    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.
     
  4. S T A R S ☰ T

    S T A R S ☰ T L1: Registered

    Messages:
    38
    Positive Ratings:
    7
    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"?
     
  5. DrSquishy

    aa DrSquishy ???

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    779
    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)
     
  6. S T A R S ☰ T

    S T A R S ☰ T L1: Registered

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    Any way I can stop that from happening?
     
  7. DrSquishy

    aa DrSquishy ???

    Messages:
    1,211
    Positive Ratings:
    779
    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
     
  8. S T A R S ☰ T

    S T A R S ☰ T L1: Registered

    Messages:
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    Positive Ratings:
    7
    Worked, thanks friend
     
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