Need help on a Mayann map

Discussion in 'Mapping Questions & Discussion' started by AdriaLOL, May 13, 2016.

  1. AdriaLOL

    AdriaLOL L1: Registered

    Messages:
    39
    Positive Ratings:
    5
    Why does my map look like this? I Tried to adjust the light_env entitiy but nothing worked
     

    Attached Files:

  2. Turnip

    aa Turnip The 80s Vegetable

    Messages:
    1,432
    Positive Ratings:
    803
    Do you have light entities? or is that an outdoor space?
    EDIT:
    Can you also include the same area in a VMF screenshot?
     
    Last edited: May 13, 2016
  3. Nicky

    aa Nicky Lets try something new!

    Messages:
    912
    Positive Ratings:
    1,699
    Post your compile log, maybe we can find something.
     
  4. Vel0city

    aa Vel0city func_fish

    Messages:
    1,938
    Positive Ratings:
    1,542
    This can be caused by a leak or a light entity being inside a brush somewhere. Check for both.
     
  5. Crowbar

    aa Crowbar perfektoberfest

    Messages:
    1,441
    Positive Ratings:
    1,196
    This usually happens when the map has no lighting and mat_fullbright is off (which is automatically on in this case and can only be disabled in cosole).
     
  6. Vel0city

    aa Vel0city func_fish

    Messages:
    1,938
    Positive Ratings:
    1,542
    But he says he has a light_environment, and judging by the properly lit props there are lights on this map.
     
  7. PyroDevil

    PyroDevil L3: Member

    Messages:
    124
    Positive Ratings:
    108
    In the compile log, is there anything that says "zero area child patch?" If so, that may be your problem.
     
  8. AdriaLOL

    AdriaLOL L1: Registered

    Messages:
    39
    Positive Ratings:
    5
    ** 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_uxmal_a7.vmf"

    Valve Software - vbsp.exe (Mar 2 2016)
    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_uxmal_a7.vmf
    Patching WVT material: maps/koth_uxmal_a7/construction/concrete/concreteblendground001_wvt_patch
    Patching WVT material: maps/koth_uxmal_a7/nature/blendgroundtocobble003_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 98 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_uxmal_a7.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_jungle_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_jungle_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_jungle_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_jungle_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) (143809 bytes)
    Error! To use model "models/player/soldier.mdl"
    with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/player/soldier.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 547 texinfos to 307
    Reduced 14 texdatas to 11 (488 bytes to 341)
    Writing C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_uxmal_a7.bsp
    Wrote ZIP buffer, estimated size 1723, actual size 1375
    3 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" -fast "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_uxmal_a7"

    Valve Software - vvis.exe (Mar 2 2016)
    fastvis = true
    4 threads
    reading c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_uxmal_a7.bsp
    reading c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_uxmal_a7.prt
    482 portalclusters
    1584 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 4669 visible clusters (2.16%)
    Total clusters visible: 216555
    Average clusters visible: 449
    Building PAS...
    Average clusters audible: 482
    visdatasize:62704 compressed from 61696
    writing c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_uxmal_a7.bsp
    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" -noextra "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_uxmal_a7"

    Valve Software - vrad.exe SSE (Mar 2 2016)

    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_uxmal_a7.bsp
    Setting up ray-trace acceleration structure... Done (0.63 seconds)
    2488 faces
    965955 square feet [139097600.00 square inches]
    31 Displacements
    99044 Square Feet [14262424.00 Square Inches]
    2488 patches before subdivision
    zero area child patch
    59190 patches after subdivision
    sun extent from map=0.121869
    4 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (7)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (10)
    transfers 3623337, max 531
    transfer lists: 27.6 megs
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    Build Patch/Sample Hash Table(s).....Done<0.0377 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
    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 (5)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 14/1024 672/49152 ( 1.4%)
    brushes 391/8192 4692/98304 ( 4.8%)
    brushsides 2791/65536 22328/524288 ( 4.3%)
    planes 1938/65536 38760/1310720 ( 3.0%)
    vertexes 3476/65536 41712/786432 ( 5.3%)
    nodes 1088/65536 34816/2097152 ( 1.7%)
    texinfos 307/12288 22104/884736 ( 2.5%)
    texdata 11/2048 352/65536 ( 0.5%)
    dispinfos 31/0 5456/0 ( 0.0%)
    disp_verts 2511/0 50220/0 ( 0.0%)
    disp_tris 3968/0 7936/0 ( 0.0%)
    disp_lmsamples 190640/0 190640/0 ( 0.0%)
    faces 2488/65536 139328/3670016 ( 3.8%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 1584/65536 88704/3670016 ( 2.4%)
    leaves 1103/65536 35296/2097152 ( 1.7%)
    leaffaces 3134/65536 6268/131072 ( 4.8%)
    leafbrushes 914/65536 1828/131072 ( 1.4%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 18113/512000 72452/2048000 ( 3.5%)
    edges 10103/256000 40412/1024000 ( 3.9%)
    LDR worldlights 4/8192 352/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 254/32768 2540/327680 ( 0.8%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 4029/65536 8058/131072 ( 6.1%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 2174624/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 62704/16777216 ( 0.4%)
    entdata [variable] 14418/393216 ( 3.7%)
    LDR ambient table 1103/65536 4412/262144 ( 1.7%)
    HDR ambient table 1103/65536 4412/262144 ( 1.7%)
    LDR leaf ambient 5603/65536 156884/1835008 ( 8.5%)
    HDR leaf ambient 1103/65536 30884/1835008 ( 1.7%)
    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] 1/7260 ( 0.0%)
    pakfile [variable] 1375/0 ( 0.0%)
    physics [variable] 143809/4194304 ( 3.4%)
    physics terrain [variable] 1589/1048576 ( 0.2%)

    Level flags = 0

    Total triangle count: 6851
    Writing c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_uxmal_a7.bsp
    33 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_uxmal_a7.bsp" "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_uxmal_a7.bsp"
     

    Attached Files:

  9. AdriaLOL

    AdriaLOL L1: Registered

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    I noticed the zero area child patch thing
     
  10. Viperi

    aa Viperi Lord Procrastination

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    I reckon you somehow did something wrong with the env_light which caused that.
     
  11. AdriaLOL

    AdriaLOL L1: Registered

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    I copied the Borneo light_env and paste it into my map
     
  12. Viperi

    aa Viperi Lord Procrastination

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    You probably should upload the vmf so someone can solve this.
     
  13. PyroDevil

    PyroDevil L3: Member

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    Make sure that any lights you have in your map are not inside any brushes, if it isn't that, it may be because of a certain brush. You'll have to locate it using the cordon tool. :cordonenable: I've had this error happen to me way too many times.
     
    • Agree Agree x 1
  14. AdriaLOL

    AdriaLOL L1: Registered

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    I tried everything you guys said, so here is my vmf
     

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  15. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    When I've experienced this bug it's because the map origin (the 0,0,0 point of your map) is within solid geometry. Try moving your entire map so it's in empty space and recompile.
     
  16. AdriaLOL

    AdriaLOL L1: Registered

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    It worked! Thanks Freyja :D