My Map is Completely Black! Help!

Discussion in 'Mapping Questions & Discussion' started by The Hatted Man, Jan 16, 2018.

  1. The Hatted Man

    The Hatted Man L1: Registered

    Messages:
    11
    Positive Ratings:
    0
    Ok.So I don't know what happened but after a couple of compiles of bsp only, I decided that it was enough optimizations.So I set everything to normal then Boom! my maps texture is completely black.I'm not using any custom textures as was using dev textures.Props and the Skybox are still there.
    Here's the Compiler
    Code:
    ** Executing...
    ** Command: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_spawn.vmf"
    
    Valve Software - vbsp.exe (Oct 14 2017)
    4 threads
    materialPath: C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_spawn.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/koth_spawn/dev/dev_blendmeasure2_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 32 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_spawn.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) (182518 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 920 texinfos to 491
    Reduced 13 texdatas to 12 (305 bytes to 283)
    Writing C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_spawn.bsp
    Wrote ZIP buffer, estimated size 467, actual size 387
    2 seconds elapsed
    
    ** Executing...
    ** Command: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_spawn"
    
    Valve Software - vvis.exe (Oct 14 2017)
    4 threads
    reading c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_spawn.bsp
    reading c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_spawn.prt
    1108 portalclusters
    3659 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 (180)
    Optimized: 11350 visible clusters (2.23%)
    Total clusters visible: 507920
    Average clusters visible: 458
    Building PAS...
    Average clusters audible: 1097
    visdatasize:307954  compressed from 319104
    writing c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_spawn.bsp
    3 minutes, 0 seconds elapsed
    
    ** Executing...
    ** Command: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters:  -game "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_spawn"
    
    Valve Software - vrad.exe SSE (Oct 14 2017)
    
          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\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_spawn.bsp
    Setting up ray-trace acceleration structure... Done (0.14 seconds)
    4271 faces
    3028444 square feet [436095936.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    4271 patches before subdivision
    zero area child patch
    zero area child patch
    zero area child patch
    zero area child patch
    128505 patches after subdivision
    sun extent from map=0.087156
    386 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (36)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (9)
    transfers 11515274, max 701
    transfer lists:  87.9 megs
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    Build Patch/Sample Hash Table(s).....Done<0.0387 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 (4)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------       ---------------  ---------------  --------
    models                  62/1024         2976/49152    ( 6.1%)
    brushes                464/8192         5568/98304    ( 5.7%)
    brushsides            2909/65536       23272/524288   ( 4.4%)
    planes                1626/65536       32520/1310720  ( 2.5%)
    vertexes              6396/65536       76752/786432   ( 9.8%)
    nodes                 2583/65536       82656/2097152  ( 3.9%)
    texinfos               491/12288       35352/884736   ( 4.0%)
    texdata                 12/2048          384/65536    ( 0.6%)
    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                 4271/65536      239176/3670016  ( 6.5%)
    hdr faces                0/65536           0/3670016  ( 0.0%)
    origfaces             1924/65536      107744/3670016  ( 2.9%)
    leaves                2646/65536       84672/2097152  ( 4.0%)
    leaffaces             5305/65536       10610/131072   ( 8.1%)
    leafbrushes           1625/65536        3250/131072   ( 2.5%)
    areas                    2/256            16/2048     ( 0.8%)
    surfedges            27967/512000     111868/2048000  ( 5.5%)
    edges                15279/256000      61116/1024000  ( 6.0%)
    LDR worldlights        386/8192        33968/720896   ( 4.7%)
    HDR worldlights          0/8192            0/720896   ( 0.0%)
    leafwaterdata            0/32768           0/393216   ( 0.0%)
    waterstrips            456/32768        4560/327680   ( 1.4%)
    waterverts               0/65536           0/786432   ( 0.0%)
    waterindices          6654/65536       13308/131072   (10.2%)
    cubemapsamples           0/1024            0/16384    ( 0.0%)
    overlays                12/512          4224/180224   ( 2.3%)
    LDR lightdata         [variable]     2888980/0        ( 0.0%)
    HDR lightdata         [variable]           0/0        ( 0.0%)
    visdata               [variable]      307954/16777216 ( 1.8%)
    entdata               [variable]      180554/393216   (45.9%)
    LDR ambient table     2646/65536       10584/262144   ( 4.0%)
    HDR ambient table     2646/65536       10584/262144   ( 4.0%)
    LDR leaf ambient     12951/65536      362628/1835008  (19.8%)
    HDR leaf ambient      2646/65536       74088/1835008  ( 4.0%)
    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]           1/3268     ( 0.0%)
    pakfile               [variable]         387/0        ( 0.0%)
    physics               [variable]      182518/4194304  ( 4.4%)
    physics terrain       [variable]           2/1048576  ( 0.0%)
    
    Level flags = 0
    
    Total triangle count: 11739
    Writing c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_spawn.bsp
    56 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_spawn.bsp" "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_spawn.bsp"
    
    
    Here's the .vmf and .bsp:
    https://drive.google.com/drive/folders/1u0Q2H4lLLeR8N2zqWuuwHAG1Lh5tnUzf?usp=sharing
    UPDATE: I fixed it
     
    Last edited: Jan 17, 2018
  2. Pocket

    aa Pocket func_croc

    Messages:
    4,489
    Positive Ratings:
    2,219
    That "zero area child patch" error is probably the culprit. VRAD found an invalid brush or three and is choking on them. Hit Ctrl+P to find out where they are.
     
  3. Necrσ

    aa Necrσ

    Messages:
    201
    Positive Ratings:
    465
    I also took a look at your VMF and noticed you had covered the roof of one room with heaps of lights, although this probably isn't the cause of your problem it will certainly slow down your compile times considerably and you would be better off just keeping a few lights and turning up the brightness values.
     
  4. The Hatted Man

    The Hatted Man L1: Registered

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    After I did this.I still had this problem.All the problems that it found were my overlays which I fixed up.It's still black.
    I might try this one after I can access my computer
     
  5. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

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    "zero area child patch" can generally be ignored, it's just VRAD trying to create lightmaps for a face that doesn't exist. If you don't have any invalid solids, you can just ignore this error, as it shouldn't be causing your entire map to be black.
     
  6. The Hatted Man

    The Hatted Man L1: Registered

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    Ok.After reading on another thread about someone having another problem, one of the solutions that was proposed was moving the map around.It works.Thank you for anyone who helped