Map Stuck on Fullbright and props not loading

JohnnyWM

L1: Registered
Jun 10, 2020
5
1
Hello Guys, first of all, i am sorry for my english it is not my native language

i have been working on my second map and the props and lights simply don't work... i have tried everything i know... no leaks at all, if someone could help me i am gonna be very grateful, thanks.
Screenshot_1.png

Here is the console information:


** Executing...
** Command: "E:\steeam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "E:\steeam\steamapps\common\Team Fortress 2\tf" "E:\steeam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_lumberfield_a1.vmf"

Valve Software - vbsp.exe (May 21 2020)
4 threads
materialPath: E:\steeam\steamapps\common\Team Fortress 2\tf\materials
Loading E:\steeam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_lumberfield_a1.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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\steeam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_lumberfield_a1.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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) (419885 bytes)
Error! To use model "models/props_powerhouse/powerhouse_turbine.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_powerhouse/powerhouse_turbine.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 845 texinfos to 457
Reduced 16 texdatas to 15 (374 bytes to 356)
Writing E:\steeam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_lumberfield_a1.bsp
Wrote ZIP buffer, estimated size 105921, actual size 105707
2 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "E:\steeam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_lumberfield_a1.bsp" "E:\steeam\steamapps\common\Team Fortress 2\tf\maps\koth_lumberfield_a1.bsp"
 

Bull

L4: Comfortable Member
Aug 30, 2011
193
144
Code:
Error! To use model "models/props_powerhouse/powerhouse_turbine.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_powerhouse/powerhouse_turbine.mdl"!

Seems like that prop isn't to be used as a prop_static - convert it to a prop_dynamic.

2884e0eca2.png
 

Startacker!

WANT ME TO BE REAL? MAKE ME.
aa
Jun 15, 2013
647
1,197
vvis and vrad aren't included in your compile log. I can only presume you have turned them off in the compile window, are those set to Off? Or Fast/Normal?
 

JohnnyWM

L1: Registered
Jun 10, 2020
5
1
Code:
Error! To use model "models/props_powerhouse/powerhouse_turbine.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_powerhouse/powerhouse_turbine.mdl"!

Seems like that prop isn't to be used as a prop_static - convert it to a prop_dynamic.

2884e0eca2.png

Many Thanks! That fixed my props problem!
 

JohnnyWM

L1: Registered
Jun 10, 2020
5
1
vvis and vrad aren't included in your compile log. I can only presume you have turned them off in the compile window, are those set to Off? Or Fast/Normal?

I am sorry it was set to off here is the compile log with all set to normal (map still in fullbright):


** Executing...
** Command: "E:\steeam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "E:\steeam\steamapps\common\Team Fortress 2\tf" "E:\steeam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_lumberfield_a1.vmf"

Valve Software - vbsp.exe (May 21 2020)
4 threads
materialPath: E:\steeam\steamapps\common\Team Fortress 2\tf\materials
Loading E:\steeam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_lumberfield_a1.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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\steeam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_lumberfield_a1.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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) (419885 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 845 texinfos to 457
Reduced 16 texdatas to 15 (374 bytes to 356)
Writing E:\steeam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_lumberfield_a1.bsp
Wrote ZIP buffer, estimated size 105921, actual size 105707
0 seconds elapsed

** Executing...
** Command: "E:\steeam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "E:\steeam\steamapps\common\Team Fortress 2\tf" "E:\steeam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_lumberfield_a1"

Valve Software - vvis.exe (May 21 2020)
4 threads
reading e:\steeam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_lumberfield_a1.bsp
reading e:\steeam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_lumberfield_a1.prt
1153 portalclusters
3360 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (535)
Optimized: 3659 visible clusters (0.82%)
Total clusters visible: 447148
Average clusters visible: 387
Building PAS...
Average clusters audible: 1068
visdatasize:300577 compressed from 350512
writing e:\steeam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_lumberfield_a1.bsp
8 minutes, 55 seconds elapsed

** Executing...
** Command: "E:\steeam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "E:\steeam\steamapps\common\Team Fortress 2\tf" "E:\steeam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_lumberfield_a1"

Valve Software - vrad.exe SSE (May 21 2020)

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

[56 texlights parsed from 'lights.rad']

Loading e:\steeam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_lumberfield_a1.bsp
Setting up ray-trace acceleration structure... Done (0.21 seconds)
4086 faces
2 degenerate faces
930645 square feet [134012912.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
Stack overflow in neighbors


** Executing...
** Command: Copy File
** Parameters: "E:\steeam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_lumberfield_a1.bsp" "E:\steeam\steamapps\common\Team Fortress 2\tf\maps\koth_lumberfield_a1.bsp"


** Executing...
** Command: "E:\steeam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "E:\steeam\steamapps\common\Team Fortress 2\tf" +map "koth_lumberfield_a1" -steam
 

Startacker!

WANT ME TO BE REAL? MAKE ME.
aa
Jun 15, 2013
647
1,197
Stack overflow in neighbors
VRad is crashing due to this. From what I've seen, this is because it's running out of memory from either generating too much lightmap info (high lightmap scale on a lot of brushes/props) or you have a single brush that is so large VRad has a heart attack trying to generate lightmaps for it and fails. There's no easy solution for this though and you'll have to poke at your map until it's fixed. Use the cordon tools :cordonedit::cordonenable: to track down which part of your map is causing this.
 
Oct 6, 2008
1,949
446
another cause for stacks is:

If you have two angled items i.e. 'L' shaped roof with a 'v' shaped gutter angle and you select both the items in the 'L" and then make them into ONE func_detail - vrad can sometimes have a fit over it and crash out since it doesn't know how to bounce the light angles off of it.

Try running a compile with all func_details turned off and see if you can get full light working - if yes, then you have to go throught your func_detail, maybe even finc_brush to look for similar shaped objects - if you find them - hide them then run a compile, if it works, then you have found your offending items. Turn them back into world brushes and then re do func_detail one at a time and don't group them :)