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Inspektor Januška

L1: Registered
Nov 12, 2017
24
Hello, my map is black when i will turn on vrad, what should I do?
Screen: https://prnt.sc/j86vo3
Compile log:
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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_tropicalisland.vmf"

Valve Software - vbsp.exe (Mar  6 2018)
4 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\koth_tropicalisland.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/koth_tropicalisland/egypt/sand_floor_blend_04_wvt_patch
Patching WVT material: maps/koth_tropicalisland/coalmines/blendgroundtograss_coalmines_wvt_patch
Patching WVT material: maps/koth_tropicalisland/cp_mountainlab/nature/blendrocktograss002_wvt_patch
Patching WVT material: maps/koth_tropicalisland/egypt/sand_grass_blend_02_wvt_patch
Patching WVT material: maps/koth_tropicalisland/cp_sunshine/nature/blendrocktograss001_wvt_patch
Patching WVT material: maps/koth_tropicalisland/nature/blendrockwalldirt001_wvt_patch
Patching WVT material: maps/koth_tropicalisland/harvest/ground_to_green_grass_001_nosprites_wvt_patch
Patching WVT material: maps/koth_tropicalisland/harvest/ground_to_green_grass_001_wvt_patch
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 760 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_tropicalisland.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_island_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_island_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_island_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_island_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 (0) (326807 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 2055 texinfos to 1259
Reduced 65 texdatas to 53 (2054 bytes to 1613)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_tropicalisland.bsp
Wrote ZIP buffer, estimated size 5755, actual size 4469
2 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\koth_tropicalisland"

Valve Software - vvis.exe (Mar  6 2018)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_tropicalisland.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_tropicalisland.prt
975 portalclusters
2787 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 (4)
Optimized: 1988 visible clusters (1.14%)
Total clusters visible: 173939
Average clusters visible: 178
Building PAS...
Average clusters audible: 518
visdatasize:130168  compressed from 249600
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_tropicalisland.bsp
4 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -both -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\koth_tropicalisland"

Valve Software - vrad.exe SSE (Mar  6 2018)

      Valve Radiosity Simulator     
4 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\koth_tropicalisland.bsp
Setting up ray-trace acceleration structure... Done (1.06 seconds)
7576 faces
9 degenerate faces
8776068 square feet [1263753728.00 square inches]
36 Displacements
154743 Square Feet [22283018.00 Square Inches]
7567 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
132507 patches after subdivision
sun extent from map=0.000000
69 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (29)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (32)
transfers 11231114, max 1260
transfer lists:  85.7 megs
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Build Patch/Sample Hash Table(s).....Done<0.0644 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (10)
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 (23)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  35/1024         1680/49152    ( 3.4%)
brushes                917/8192        11004/98304    (11.2%)
brushsides            8956/65536       71648/524288   (13.7%)
planes                9476/65536      189520/1310720  (14.5%)
vertexes             11445/65536      137340/786432   (17.5%)
nodes                 2125/65536       68000/2097152  ( 3.2%)
texinfos              1259/12288       90648/884736   (10.2%)
texdata                 53/2048         1696/65536    ( 2.6%)
dispinfos               36/0            6336/0        ( 0.0%)
disp_verts            2244/0           44880/0        ( 0.0%)
disp_tris             3456/0            6912/0        ( 0.0%)
disp_lmsamples      336992/0          336992/0        ( 0.0%)
faces                 7576/65536      424256/3670016  (11.6%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces             3546/65536      198576/3670016  ( 5.4%)
leaves                2161/65536       69152/2097152  ( 3.3%)
leaffaces             9916/65536       19832/131072   (15.1%)
leafbrushes           2960/65536        5920/131072   ( 4.5%)
areas                    2/256            16/2048     ( 0.8%)
surfedges            49609/512000     198436/2048000  ( 9.7%)
edges                27900/256000     111600/1024000  (10.9%)
LDR worldlights         69/8192         6072/720896   ( 0.8%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            4/32768          48/393216   ( 0.0%)
waterstrips            712/32768        7120/327680   ( 2.2%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         13326/65536       26652/131072   (20.3%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]    12241984/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]      130168/16777216 ( 0.8%)
entdata               [variable]       76442/393216   (19.4%)
LDR ambient table     2161/65536        8644/262144   ( 3.3%)
HDR ambient table     2161/65536        8644/262144   ( 3.3%)
LDR leaf ambient     12938/65536      362264/1835008  (19.7%)
HDR leaf ambient      2161/65536       60508/1835008  ( 3.3%)
occluders               50/0            2000/0        ( 0.0%)
occluder polygons      136/0            1632/0        ( 0.0%)
occluder vert ind      612/0            2448/0        ( 0.0%)
detail props          [variable]           1/12       ( 8.3%)
static props          [variable]           1/12       ( 8.3%)
pakfile               [variable]        4469/0        ( 0.0%)
physics               [variable]      326807/4194304  ( 7.8%)
physics terrain       [variable]        7202/1048576  ( 0.7%)

Level flags = 0

Total triangle count: 20195
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_tropicalisland.bsp
1 minute, 48 seconds elapsed
Valve Software - vrad.exe SSE (Mar  6 2018)

      Valve Radiosity Simulator     
4 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\koth_tropicalisland.bsp
Setting up ray-trace acceleration structure... Done (1.09 seconds)
7576 faces
9 degenerate faces
8776068 square feet [1263753728.00 square inches]
36 Displacements
154743 Square Feet [22283018.00 Square Inches]
7567 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
132507 patches after subdivision
sun extent from map=0.000000
69 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (29)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (31)
transfers 11231114, max 1260
transfer lists:  85.7 megs
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Build Patch/Sample Hash Table(s).....Done<0.0675 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (11)
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 (22)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  35/1024         1680/49152    ( 3.4%)
brushes                917/8192        11004/98304    (11.2%)
brushsides            8956/65536       71648/524288   (13.7%)
planes                9476/65536      189520/1310720  (14.5%)
vertexes             11445/65536      137340/786432   (17.5%)
nodes                 2125/65536       68000/2097152  ( 3.2%)
texinfos              1259/12288       90648/884736   (10.2%)
texdata                 53/2048         1696/65536    ( 2.6%)
dispinfos               36/0            6336/0        ( 0.0%)
disp_verts            2244/0           44880/0        ( 0.0%)
disp_tris             3456/0            6912/0        ( 0.0%)
disp_lmsamples      336992/0          336992/0        ( 0.0%)
faces                 7576/65536      424256/3670016  (11.6%)
hdr faces             7576/65536      424256/3670016  (11.6%)
origfaces             3546/65536      198576/3670016  ( 5.4%)
leaves                2161/65536       69152/2097152  ( 3.3%)
leaffaces             9916/65536       19832/131072   (15.1%)
leafbrushes           2960/65536        5920/131072   ( 4.5%)
areas                    2/256            16/2048     ( 0.8%)
surfedges            49609/512000     198436/2048000  ( 9.7%)
edges                27900/256000     111600/1024000  (10.9%)
LDR worldlights         69/8192         6072/720896   ( 0.8%)
HDR worldlights         69/8192         6072/720896   ( 0.8%)
leafwaterdata            4/32768          48/393216   ( 0.0%)
waterstrips            712/32768        7120/327680   ( 2.2%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         13326/65536       26652/131072   (20.3%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]    12241984/0        ( 0.0%)
HDR lightdata         [variable]    12241984/0        ( 0.0%)
visdata               [variable]      130168/16777216 ( 0.8%)
entdata               [variable]       76442/393216   (19.4%)
LDR ambient table     2161/65536        8644/262144   ( 3.3%)
HDR ambient table     2161/65536        8644/262144   ( 3.3%)
LDR leaf ambient     12938/65536      362264/1835008  (19.7%)
HDR leaf ambient     12938/65536      362264/1835008  (19.7%)
occluders               50/0            2000/0        ( 0.0%)
occluder polygons      136/0            1632/0        ( 0.0%)
occluder vert ind      612/0            2448/0        ( 0.0%)
detail props          [variable]           1/12       ( 8.3%)
static props          [variable]           1/12       ( 8.3%)
pakfile               [variable]        4469/0        ( 0.0%)
physics               [variable]      326807/4194304  ( 7.8%)
physics terrain       [variable]        7202/1048576  ( 0.7%)

Level flags = 0

Total triangle count: 20195
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_tropicalisland.bsp
1 minute, 48 seconds elapsed

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

ficool2

L4: Comfortable Member
Oct 28, 2017
162
9 degenerate faces

zero area child patch
zero area child patch
zero area child patch
zero area child patch

These need to be fixed, as they likely cause the lighting errors. Not sure how to fix them, you need to search it up
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,341
9 degenerate faces

zero area child patch
zero area child patch
zero area child patch
zero area child patch

These need to be fixed, as they likely cause the lighting errors. Not sure how to fix them, you need to search it up
These can usually be ignored if you don't have any invalid brushes appearing in the alt-p problem checker. Your problem probably lies elsewhere. Have you tried copying your entire map to another VMF? That sometimes fixes issues like this.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,341
I have only 1 problem in alt+p: There is no player start, but I dont think that this is the problem.
Nope, that's an error left behind from other Source games that use info_player_start as their spawn position. TF2 doesn't use that entity, but Hammer's problem checker doesn't know that. You can safely ignore that error.

Btw how can I copy my map into another VMF ?
Edit > Select All, open a new file, paste. You may need to realign the origin of the map.
 

Inspektor Januška

L1: Registered
Nov 12, 2017
24
So I created a new VMF and copied my map into it, also moved my map from the right side of the buildable area to the left side and I still have a black textured map
 

Another Bad Pun

In the shadows, he saw four eyes lit by fire
aa
Jan 15, 2011
780
There are many threads on this issue already:

http://tf2maps.net/threads/map-completely-black.33389/
https://tf2maps.net/threads/entire-map-black-please-help.21921/
http://tf2maps.net/threads/all-textures-on-map-are-black-tried-everything-fixed.34683/
http://tf2maps.net/threads/all-brushes-are-black-please-help-fixed-thank-you.32904/

The main culprits are:

Having a light entity inside of a brush (this includes textlights)
Having the map's origin inside of a brush
Having an invalid solid or displacement
Having a skybox brush touching a water brush

A child patch area shouldn't directly cause the map to go black as far as I know, but it does suggest that there is some brush geometry that vvis finds confusing. Is it related to the lighting issue in this case? Who knows! There's multiple possible causes for this, which is why I linked multiple threads.
 

Inspektor Januška

L1: Registered
Nov 12, 2017
24
I didnt had a light entity inside of brush
I had the maps origin iside of brush (FIXED)
I have turned off all displacements and still same issue
I had a skybox brush touching a water brush (FIXED)

None of these 4 links didnt helped me.
 

Inspektor Januška

L1: Registered
Nov 12, 2017
24
I found an error in my compile log:
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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_test.vmf"

Valve Software - vbsp.exe (Mar  6 2018)
4 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\koth_test.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/koth_test/egypt/sand_floor_blend_04_wvt_patch
Patching WVT material: maps/koth_test/coalmines/blendgroundtograss_coalmines_wvt_patch
Patching WVT material: maps/koth_test/cp_mountainlab/nature/blendrocktograss002_wvt_patch
Patching WVT material: maps/koth_test/egypt/sand_grass_blend_02_wvt_patch
Patching WVT material: maps/koth_test/cp_sunshine/nature/blendrocktograss001_wvt_patch
Patching WVT material: maps/koth_test/nature/blendrockwalldirt001_wvt_patch
Patching WVT material: maps/koth_test/harvest/ground_to_green_grass_001_nosprites_wvt_patch
Patching WVT material: maps/koth_test/harvest/ground_to_green_grass_001_wvt_patch
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 622 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_test.prt...Building visibility clusters...
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) (305262 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 2018 texinfos to 1280
Reduced 65 texdatas to 54 (1954 bytes to 1572)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_test.bsp
Wrote ZIP buffer, estimated size 5545, actual size 4259
8 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\koth_test"

Valve Software - vvis.exe (Mar  6 2018)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_test.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_test.prt
1041 portalclusters
2945 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 (6)
Optimized: 2011 visible clusters (1.07%)
Total clusters visible: 187252
Average clusters visible: 179
Building PAS...
Average clusters audible: 533
visdatasize:143837  compressed from 283152
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_test.bsp
6 seconds 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_test"

Valve Software - vrad.exe SSE (Mar  6 2018)

      Valve Radiosity Simulator    
4 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\koth_test.bsp
Setting up ray-trace acceleration structure... Done (5.16 seconds)
7577 faces
11 degenerate faces
8678229 square feet [1249665024.00 square inches]
40 Displacements
175906 Square Feet [25330508.00 Square Inches]
7566 patches before subdivision
zero area child patch
122464 patches after subdivision
sun extent from map=0.000000
70 direct lights
BuildFacelights:     0...1.. warning - face vectors parallel to face normal. bad lighting will be produced
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...4...5...6...7...8...9...10 (33)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (33)
transfers 9141844, max 1150
transfer lists:  69.7 megs
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Build Patch/Sample Hash Table(s).....Done<0.0634 sec>
FinalLightFace:      0...1.. warning - face vectors parallel to face normal. bad lighting will be produced
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SampleRadial: Punting, Waiting for fix
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warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
warning - face vectors parallel to face normal. bad lighting will be produced
...4...5...6...7...8...9...10 (11)
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 (25)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  35/1024         1680/49152    ( 3.4%)
brushes                871/8192        10452/98304    (10.6%)
brushsides            7864/65536       62912/524288   (12.0%)
planes                7686/65536      153720/1310720  (11.7%)
vertexes             11071/65536      132852/786432   (16.9%)
nodes                 2248/65536       71936/2097152  ( 3.4%)
texinfos              1280/12288       92160/884736   (10.4%)
texdata                 54/2048         1728/65536    ( 2.6%)
dispinfos               40/0            7040/0        ( 0.0%)
disp_verts            2568/0           51360/0        ( 0.0%)
disp_tris             3968/0            7936/0        ( 0.0%)
disp_lmsamples      370152/0          370152/0        ( 0.0%)
faces                 7577/65536      424312/3670016  (11.6%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces             3492/65536      195552/3670016  ( 5.3%)
leaves                2284/65536       73088/2097152  ( 3.5%)
leaffaces            10858/65536       21716/131072   (16.6%)
leafbrushes           3224/65536        6448/131072   ( 4.9%)
areas                    2/256            16/2048     ( 0.8%)
surfedges            48671/512000     194684/2048000  ( 9.5%)
edges                27197/256000     108788/1024000  (10.6%)
LDR worldlights         70/8192         6160/720896   ( 0.9%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            4/32768          48/393216   ( 0.0%)
waterstrips            619/32768        6190/327680   ( 1.9%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         11211/65536       22422/131072   (17.1%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]    10560440/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]      143837/16777216 ( 0.9%)
entdata               [variable]       78875/393216   (20.1%)
LDR ambient table     2284/65536        9136/262144   ( 3.5%)
HDR ambient table     2284/65536        9136/262144   ( 3.5%)
LDR leaf ambient     13364/65536      374192/1835008  (20.4%)
HDR leaf ambient      2284/65536       63952/1835008  ( 3.5%)
occluders               50/0            2000/0        ( 0.0%)
occluder polygons      136/0            1632/0        ( 0.0%)
occluder vert ind      611/0            2444/0        ( 0.0%)
detail props          [variable]           1/12       ( 8.3%)
static props          [variable]           1/146154   ( 0.0%)
pakfile               [variable]        4259/0        ( 0.0%)
physics               [variable]      305262/4194304  ( 7.3%)
physics terrain       [variable]        7848/1048576  ( 0.7%)

Level flags = 0

Total triangle count: 19526
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_test.bsp
1 minute, 59 seconds elapsed

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

warning - face vectors parallel to face normal. bad lighting will be produced WHAT DOES THAT MEAN ?
 
Mar 23, 2013
1,015
You could use the cordon tool :cordonedit::cordonenable: to compile smaller parts of your map. Using this tool prevents leaks so just put a part inside the cordon tool bounds and compile it. The part with the issue will remain black. That shuld help hunting the problem down
 
Mar 23, 2013
1,015
I wasn't saying you have a leak. I was just saying that when you use the cordon tool, you dont need to worry about leaks. Now go compile parts of your map. If you found the part where it stays black, look for unusually shaped brushes or displacements. A corrupt brush doesnt always show up when you sue the alt+p checker.
 

Inspektor Januška

L1: Registered
Nov 12, 2017
24
I loaded a little part of my map and it is black and there isnt any unusually shaped brush, i will delete every black part of the map there will be nothing left, only room that has a normal lightning is my spawnrooom: https://prnt.sc/j8c0sg
 

Inspektor Januška

L1: Registered
Nov 12, 2017
24
So the cordon tool made it worse, with the cordon tool i see everything black except the spawnroom, when i will compile the whole map, props and 1 % of textures have a light