No Shadows on Map

Discussion in 'Mapping Questions & Discussion' started by Engineer of Stuff, Oct 1, 2017.

  1. Engineer of Stuff

    Engineer of Stuff L1: Registered

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    I made a simple map, but there are no shadows. I have added an environment light and a shadow controller.

    What are some reasons there are no shadows?
     
    • Respectfully Disagree Respectfully Disagree x 1
    Last edited: Oct 1, 2017
  2. Crash

    aa Crash func_nerd

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  3. Engineer of Stuff

    Engineer of Stuff L1: Registered

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    Sure, here they are.

    In-game:
    [​IMG]

    Hammer Lighting Preview:
    [​IMG]

    I put the map into Gmod to see what it looked like. There were shadows:
    [​IMG]
     
  4. Midlou

    Midlou L1: Registered

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    Set VRAD (RAD) to NORMAL. (run map)
     
  5. Engineer of Stuff

    Engineer of Stuff L1: Registered

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    Still the same:
    [​IMG]
     
  6. RodionJenga

    RodionJenga L5: Dapper Member

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    That sure looks like fullbright. Are you sure you have a "light_environment" entity? Even if you do, put a normal "light" entity in, just to see if that fixes things.
     
  7. Engineer of Stuff

    Engineer of Stuff L1: Registered

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    I checked and mat_fullbright is set to 1 when I am in-game. I cannot change it even with sv_cheats 1.

    Anyway, I made this:

    [​IMG]

    There is only one light source, and it is behind the box. Am I doing this right?

    ** 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" "P:\map.vmf"

    Valve Software - vbsp.exe (Jun 14 2017)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading P:\\map.vmf
    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)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing P:\map.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_granary_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_granary_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_granary_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_granary_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) (2749 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 14 texinfos to 8
    Reduced 3 texdatas to 3 (82 bytes to 82)
    Writing P:\map.bsp
    ZIP Output overshot buffer estimate: Estimated 0, actual 54
    0 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" "P:\map.vmf"

    Valve Software - vvis.exe (Jun 14 2017)
    Can't create LogFile:"p:\map.log"


    ** 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" "P:\map"

    Valve Software - vrad.exe SSE (Jun 14 2017)

    Valve Radiosity Simulator
    4 threads
    Can't create LogFile:"p:\map.log"


    ** Executing...
    ** Command: Copy File
    ** Parameters: "P:\map.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\map.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" -windowed -novid +map "map" -steam
     
    Last edited: Oct 1, 2017
  8. Pocket

    aa Pocket func_croc

    Messages:
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    Is any of your map outdoors? Light_environment is for simulating the light from the sun or moon and won't do anything if your map has no skybox textures. That's probably why VRAD is doing literally nothing.
     
    • Agree Agree x 2
  9. Engineer of Stuff

    Engineer of Stuff L1: Registered

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    Yes, my map is outside.

    [​IMG]
     
    Last edited: Oct 2, 2017
  10. Micnax

    aa Micnax I maek map

    Messages:
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    Positive Ratings:
    1,387
    Do you have any leaks in your map? It may be worth posting your compile log on here so we can have a look and see if anything is sticking out that could be causing it.

    Also, it's sometimes overlooked, but fullbright persists between map changes if you loaded it up earlier then re-loaded it. Try mat_fullbright 0 in the console and see if that does anything.
     
  11. ~curlysnail

    ~curlysnail L2: Junior Member

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    52
    Is your light_env entity outside of the skybox?
     
  12. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    I'm a little concerned that *none* of you seemed to read the compile log. Neither VVIS or VRAD are even running because VBSP is failing to finish and create a proper file.

    Your error is here, at the bottom of VBSP:

    ZIP Output overshot buffer estimate: Estimated 0, actual 54

    This error, from what I've come to understand, is usually caused by a microbrush (really tiny brushes that the engine hates). Do you have any small complicated geometry in your map, or an area where you've used carve? If so, I reccomend you delete everything in the area and see if the problem persists.
     
    • Agree Agree x 3
    • Thanks Thanks x 1
  13. Engineer of Stuff

    Engineer of Stuff L1: Registered

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    Ok, I rebuilt the test map and it worked fine. The light behind the floating block works as expected.

    ** 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\dseal\Documents\123123.vmf"

    Valve Software - vbsp.exe (Jun 14 2017)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\dseal\Documents\123123.vmf
    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)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\dseal\Documents\123123.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) (2685 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 9 texinfos to 7
    Reduced 3 texdatas to 3 (75 bytes to 75)
    Writing C:\Users\dseal\Documents\123123.bsp
    ZIP Output overshot buffer estimate: Estimated 0, actual 54
    0 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:\Users\dseal\Documents\123123"

    Valve Software - vvis.exe (Jun 14 2017)
    4 threads
    reading c:\users\dseal\documents\123123.bsp
    reading c:\users\dseal\documents\123123.prt
    9 portalclusters
    20 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 (0)
    Optimized: 0 visible clusters (0.00%)
    Total clusters visible: 81
    Average clusters visible: 9
    Building PAS...
    Average clusters audible: 9
    visdatasize:112 compressed from 144
    writing c:\users\dseal\documents\123123.bsp
    ZIP Output overshot buffer estimate: Estimated 0, actual 54
    0 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:\Users\dseal\Documents\123123"

    Valve Software - vrad.exe SSE (Jun 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:\users\dseal\documents\123123.bsp
    Setting up ray-trace acceleration structure... Done (0.00 seconds)
    22 faces
    15815 square feet [2277376.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    22 patches before subdivision
    2074 patches after subdivision
    1 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
    transfers 205266, max 227
    transfer lists: 1.6 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(10358, 5049, 5474)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(2359, 396, 449)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(570, 42, 50)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(140, 3, 4)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(35, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(9, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(2, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0005 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
    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 (0)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 1/1024 48/49152 ( 0.1%)
    brushes 7/8192 84/98304 ( 0.1%)
    brushsides 42/65536 336/524288 ( 0.1%)
    planes 52/65536 1040/1310720 ( 0.1%)
    vertexes 43/65536 516/786432 ( 0.1%)
    nodes 33/65536 1056/2097152 ( 0.1%)
    texinfos 7/12288 504/884736 ( 0.1%)
    texdata 3/2048 96/65536 ( 0.1%)
    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 22/65536 1232/3670016 ( 0.0%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 12/65536 672/3670016 ( 0.0%)
    leaves 35/65536 1120/2097152 ( 0.1%)
    leaffaces 30/65536 60/131072 ( 0.0%)
    leafbrushes 17/65536 34/131072 ( 0.0%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 136/512000 544/2048000 ( 0.0%)
    edges 81/256000 324/1024000 ( 0.0%)
    LDR worldlights 1/8192 88/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 0/32768 0/327680 ( 0.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 0/65536 0/131072 ( 0.0%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 38960/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 112/16777216 ( 0.0%)
    entdata [variable] 675/393216 ( 0.2%)
    LDR ambient table 35/65536 140/262144 ( 0.1%)
    HDR ambient table 35/65536 140/262144 ( 0.1%)
    LDR leaf ambient 111/65536 3108/1835008 ( 0.2%)
    HDR leaf ambient 35/65536 980/1835008 ( 0.1%)
    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] 1/12 ( 8.3%)
    pakfile [variable] 54/0 ( 0.0%)
    physics [variable] 2685/4194304 ( 0.1%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 44
    Writing c:\users\dseal\documents\123123.bsp
    ZIP Output overshot buffer estimate: Estimated 0, actual 54
    0 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\dseal\Documents\123123.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\123123.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" -windowed -novid +map "123123" -steam

    Thanks for the help. I read that copying the .vmf could randomly fix errors, so I did and VVIS and VRAD ran. (why does this work!?) I think my problem is solved.

    But how did I accidentally make a microbrush, and how could I prevent doing so?

    Just to make sure there are no errors, could someone please check my compile log? (There is a leak, but the pointfile points to a prop inside the map in a basement under the surface).

    ** 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" "D:\HQ.vmf"

    Valve Software - vbsp.exe (Jun 14 2017)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading D:\HQ.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/drake hq/nature/blendgroundtograss008_wvt_patch
    Patching WVT material: maps/drake hq/brick/blendcobbletocobblesnow001_wvt_patch
    Patching WVT material: maps/drake hq/nature/blendconcretetograss002_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    **** leaked ****
    Entity prop_static (-1657.00 -7015.00 -706.52) leaked!
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 1066 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    *** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_trainyard_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) (658188 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDCONCRETETOGRASS002 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDCONCRETETOGRASS002 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDCONCRETETOGRASS002 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDCONCRETETOGRASS002 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDCONCRETETOGRASS002 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDCONCRETETOGRASS002 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDCONCRETETOGRASS002 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDCONCRETETOGRASS002 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDCONCRETETOGRASS002 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDCONCRETETOGRASS002 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDCONCRETETOGRASS002 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDCONCRETETOGRASS002 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDCONCRETETOGRASS002 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDCONCRETETOGRASS002 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDCONCRETETOGRASS002 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDCONCRETETOGRASS002 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDCONCRETETOGRASS002 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDCONCRETETOGRASS002 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS008 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDCONCRETETOGRASS002 uses unknown detail object type tf_forest_grass!
    10
    Compacting texture/material tables...
    Reduced 2962 texinfos to 2411
    Reduced 131 texdatas to 121 (3350 bytes to 3079)
    Writing D:\Drake HQ.bsp
    Wrote ZIP buffer, estimated size 10955, actual size 8061
    27 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" "D:\HQ"

    Valve Software - vvis.exe (Jun 14 2017)
    4 threads
    reading d:\HQ.bsp
    reading d:\HQ.prt
    LoadPortals: couldn't read d:\HQ.prt


    ** 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" "D:\HQ"

    Valve Software - vrad.exe SSE (Jun 14 2017)

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

    [56 texlights parsed from 'lights.rad']

    Loading d:\Drake HQ.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (2.96 seconds)
    18573 faces
    6 degenerate faces
    17053930 square feet [2455765760.00 square inches]
    80 Displacements
    81645 Square Feet [11756906.00 Square Inches]
    sun extent from map=0.000000
    light has _fifty_percent_distance of 15664.000000 but _zero_percent_distance of 512.000000
    sun extent from map=0.000000
    110 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (131)
    Build Patch/Sample Hash Table(s).....Done<0.5429 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (10)
    FinalLightFace Done
    10 of 13 (76% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (50)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 39/1024 1872/49152 ( 3.8%)
    brushes 1822/8192 21864/98304 (22.2%)
    brushsides 16775/65536 134200/524288 (25.6%)
    planes 16602/65536 332040/1310720 (25.3%)
    vertexes 25775/65536 309300/786432 (39.3%)
    nodes 6641/65536 212512/2097152 (10.1%)
    texinfos 2411/12288 173592/884736 (19.6%)
    texdata 121/2048 3872/65536 ( 5.9%)
    dispinfos 80/0 14080/0 ( 0.0%)
    disp_verts 3568/0 71360/0 ( 0.0%)
    disp_tris 5248/0 10496/0 ( 0.0%)
    disp_lmsamples 212428/0 212428/0 ( 0.0%)
    faces 18573/65536 1040088/3670016 (28.3%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 5451/65536 305256/3670016 ( 8.3%)
    leaves 6681/65536 213792/2097152 (10.2%)
    leaffaces 20934/65536 41868/131072 (31.9%)
    leafbrushes 5435/65536 10870/131072 ( 8.3%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 106659/512000 426636/2048000 (20.8%)
    edges 61884/256000 247536/1024000 (24.2%)
    LDR worldlights 109/8192 9592/720896 ( 1.3%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 1364/32768 13640/327680 ( 4.2%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 28188/65536 56376/131072 (43.0%)
    cubemapsamples 12/1024 192/16384 ( 1.2%)
    overlays 45/512 15840/180224 ( 8.8%)
    LDR lightdata [variable] 22982044/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 102727/393216 (26.1%)
    LDR ambient table 6681/65536 26724/262144 (10.2%)
    HDR ambient table 6681/65536 26724/262144 (10.2%)
    LDR leaf ambient 42064/65536 1177792/1835008 (64.2%)
    HDR leaf ambient 6681/65536 187068/1835008 (10.2%)
    occluders 2/0 80/0 ( 0.0%)
    occluder polygons 1/0 12/0 ( 0.0%)
    occluder vert ind 4/0 16/0 ( 0.0%)
    detail props [variable] 1/12 ( 8.3%)
    static props [variable] 1/74704 ( 0.0%)
    pakfile [variable] 8061/0 ( 0.0%)
    physics [variable] 658188/4194304 (15.7%)
    physics terrain [variable] 11732/1048576 ( 1.1%)

    Level flags = 0

    Total triangle count: 47841
    Writing d:\HQ.bsp
    4 minutes, 48 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "D:\HQ.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\HQ.bsp"
     
  14. Lampenpam

    aa Lampenpam

    Messages:
    1,019
    Positive Ratings:
    337
    [​IMG] :eek:!!

    Go to map and set "snap to grid" on. Then increase the grid size to at least 16 and that's what you will always use to build the basic layout of your map. If you use super tiny grid to place world brushes, it will unoptimize your map, can drastically increase compile times, will make things very unorganized and will likely give you invalid brushes.
    Especially world brushes should always stay on grid, and better on a bigger grid. If you are about to detail your map, then you can decrease the grid size. But don't disable the grid snapping, as you can place induvidual things off-grid by holding ALT while moving them, useful for placing props.
     
    • Thanks Thanks x 1
  15. XEnderFaceX

    XEnderFaceX L4: Comfortable Member

    Messages:
    169
    Positive Ratings:
    48
    a prop_static is leaking, that might be the issue