NoDraw on Surface

Discussion in 'Mapping Questions & Discussion' started by Dragonisser, Jul 12, 2014.

  1. Dragonisser

    Dragonisser L1: Registered

    Messages:
    37
    Positive Ratings:
    18
    NoDraw on Surface/vbsp crash/func_detail

    The console says that i have NoDraw on a Surface, but i replace every nodraw with a texture and even checked with Visgroups ._.


    Code:
    
    ** Executing...
    ** Command: "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\pl_canyon_b1.vmf"
    
    Valve Software - vbsp.exe (Jul  7 2014)
    8 threads
    materialPath: D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
    Loading D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\pl_canyon_b1.vmf
    Patching WVT material: maps/pl_canyon_b1/koth_viaduct_event/blendrockgroundwallforest_viaduct_event002_wvt_patch
    Patching WVT material: maps/pl_canyon_b1/nature/blendgroundtograss005_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)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    NODRAW on terrain surface!
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    done (0)
    writing D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\pl_canyon_b1.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
       skybox/sky_day01_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_day01_01*.vmt
     ! Run buildcubemaps in the engine to get the correct cube maps.
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    Warning: overflowed 1066 displacement corner-neighbor lists.Warning: invalid neighbor connection on displacement near (1536.00 -2188.05 1600.00)
    Warning: invalid neighbor connection on displacement near (1536.00 -2099.30 1280.00)
    Warning: invalid neighbor connection on displacement near (1875.96 -1664.00 1600.00)
    Warning: invalid neighbor connection on displacement near (1875.96 -1664.00 1600.00)
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
    done (1) (8571032 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7..
    ** Executing...
    ** Command: "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\pl_canyon_b1"
    
    Valve Software - vvis.exe (Jul  7 2014)
    8 threads
    reading d:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pl_canyon_b1.bsp
    reading d:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pl_canyon_b1.prt
     374 portalclusters
     957 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 (7)
    Optimized: 846 visible clusters (0.96%)
    Total clusters visible: 88536
    Average clusters visible: 236
    Building PAS...
    Average clusters audible: 362
    visdatasize:37234  compressed from 35904
    writing d:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pl_canyon_b1.bsp
    7 seconds elapsed
    
    ** Executing...
    ** Command: "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters:  -game "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\pl_canyon_b1"
    
    Valve Software - vrad.exe SSE (Jul  7 2014)
    
          Valve Radiosity Simulator     
    8 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading d:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pl_canyon_b1.bsp
    Patch Sample Radius Clamped!
    Setting up ray-trace acceleration structure... Done (0.19 seconds)
    2046 faces
    2693743 square feet [387899008.00 square inches]
    2 Displacements
    163881 Square Feet [23598944.00 Square Inches]
    2046 patches before subdivision
    116384 patches after subdivision
    0 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (1)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (9)
    transfers 4963052, max 444
    transfer lists:  37.9 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #1 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0571 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 (9)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                  12/1024          576/49152    ( 1.2%) 
    brushes                131/8192         1572/98304    ( 1.6%) 
    brushsides             838/65536        6704/524288   ( 1.3%) 
    planes                 564/65536       11280/1310720  ( 0.9%) 
    vertexes              2620/65536       31440/786432   ( 4.0%) 
    nodes                 1113/65536       35616/2097152  ( 1.7%) 
    texinfos               193/12288       13896/884736   ( 1.6%) 
    texdata                 25/2048          800/65536    ( 1.2%) 
    dispinfos                2/0             352/0        ( 0.0%) 
    disp_verts             578/0           11560/0        ( 0.0%) 
    disp_tris             1024/0            2048/0        ( 0.0%) 
    disp_lmsamples       36222/0           36222/0        ( 0.0%) 
    faces                 2046/65536      114576/3670016  ( 3.1%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces              426/65536       23856/3670016  ( 0.7%) 
    leaves                1126/65536       36032/2097152  ( 1.7%) 
    leaffaces             2273/65536        4546/131072   ( 3.5%) 
    leafbrushes            488/65536         976/131072   ( 0.7%) 
    areas                    2/256            16/2048     ( 0.8%) 
    surfedges            10770/512000      43080/2048000  ( 2.1%) 
    edges                 5728/256000      22912/1024000  ( 2.2%) 
    LDR worldlights          0/8192            0/720896   ( 0.0%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips             74/32768         740/327680   ( 0.2%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices          1122/65536        2244/131072   ( 1.7%) 
    cubemapsamples           0/1024            0/16384    ( 0.0%) 
    overlays                 0/512             0/180224   ( 0.0%) 
    LDR lightdata         [variable]     9047312/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]       37234/16777216 ( 0.2%) 
    entdata               [variable]       30491/393216   ( 7.8%) 
    LDR ambient table     1126/65536        4504/262144   ( 1.7%) 
    HDR ambient table     1126/65536        4504/262144   ( 1.7%) 
    LDR leaf ambient       688/65536       19264/1835008  ( 1.0%) 
    HDR leaf ambient      1126/65536       31528/1835008  ( 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]           1/3210     ( 0.0%) 
    pakfile               [variable]      212591/0        ( 0.0%) 
    physics               [variable]      163152/4194304  ( 3.9%) 
    physics terrain       [variable]           0/1048576  ( 0.0%) 
    
    Level flags = 0
    
    Total triangle count: 4995
    Writing d:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pl_canyon_b1.bsp
    22 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\pl_canyon_b1.bsp" "D:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\pl_canyon_b1.bsp"
    
    
    Its probably because of the mass of displacements i have, so what can i do to fix it? (i made to func_detail and it didnt crashed or showed the noDraw error, but that doesnt work because they cant be func_detail)


    - Dragonisser
     
    Last edited: Jul 12, 2014
  2. DioJoestar

    DioJoestar L2: Junior Member

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    If I not wrong, you have displacements with nodraw texture. Something like this:
    [​IMG]
     
  3. Beetle

    Beetle L9: Fashionable Member

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    correct
     
  4. Dragonisser

    Dragonisser L1: Registered

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    I dont have any NoDraw. I checked with VisGroups for NoDraw and there is none, even the Materialbrowser says i dont have any.



    Edit:

    Well i just deleted every displacement i had and made new one. Now it seems to work.

    [​IMG]
     
    Last edited: Jul 13, 2014
  5. YM

    aa YM LVL100 YM

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    When you make a brush a displacement it takes it out of any previous visgroups and put it into the displacement one.

    to truely find all nodraw, do a find/replace using the material editor.

    Also it's not just nodraw on a surface that's the problem, it's nodraw on a terrain surface. You read the error and omitted the one important word. (Terrain = displacement)