[Noob with a Question]: Disappearing areas

Discussion in 'Mapping Questions & Discussion' started by Collaide, Oct 16, 2015.

  1. Collaide

    Collaide L1: Registered

    Messages:
    33
    Positive Ratings:
    2
    NEW PROBLEM:
    Status: RESOLVED


    I have encountered another problem and I didn't want to make a new thread so I'm posting it here. I have tried searching for it but I didn't find anything special.

    Problem:
    The lighting in my map is no longer working. (No shadows, no lights. All textures are always fully lit.)

    On a late night I decided to compile my map faster so I wouldn't have to wait as long. The lighting disappeared. Maybe this is my compile settings but I have not been able to figure out what the problem is yet.

    Compile Settings (Normal):
    Run BSP: Normal
    Run VIS: Normal
    Run RAD: Normal
    HDR: Checked

    The Ligh_environment is unchanged.

    It's not a problem with my game since lighting works on other maps.

    HOW TO FIX:

    Problem:
    Code:
    <number> degenerate faces

    Identifying the degenerate brush:
    Finding the map version where the lighting first disappeared.
    Looked what was different between that version and the previous version.
    I saw that I had added some cylinders (but made from arches).
    The arch wall width was set to a higher value than the actual size of the arch.

    Solution:
    Remaking this with a proper wall width fixed my issue.

    OLD PROBLEM:
    Status: RESOLVED


    Hello wonderful people! I just started making my first map and I encountered one major problem along the way!

    Before you ask, yes, I have checked the compile log and according to it I have no leaks or any other issues.

    Sometimes, a third of the map, or half the map doesn't exist even in game. I have no idea what this is and it's been a problem ever since I only had a cubic room: One wall on one side was simply gone. And correct me if I'm wrong but leaks don't remove entire control points, walls and areas of entire maps?

    However I have found a problem to fix this, but it doesn't work every time it happens. I save the project with a new name, and render it again.
    As I said, this will fix it most times, maybe around two thirds of the time.

    But I'd like to know if there are permanent fixes.

    Screenshots:

    With the issue:

    [​IMG]

    After renaming project name and re-rendering:

    [​IMG]

    Thanks in advance!

    HOW TO FIX:

    Make sure [​IMG] is OFF when you start the compile
     
    Last edited: Jan 17, 2016
  2. Turnip

    aa Turnip The 80s Vegetable

    Messages:
    1,432
    Positive Ratings:
    803
    Can you still use those areas as if you simply had no textures or are they gaps into the void? Check game cache first.
     
  3. killohurtz

    aa killohurtz Distinction in Applied Carving

    Messages:
    1,003
    Positive Ratings:
    1,155
    This looks like the work of good old Radius Culling. Do you have this option [​IMG] on when you compile?
     
    • Thanks Thanks x 1
  4. sevin

    aa sevin

    Messages:
    959
    Positive Ratings:
    662
    By the way, never assume a leak can't kill half your map. Leaks can fuck up your stuff in innumerable ways.
     
  5. Collaide

    Collaide L1: Registered

    Messages:
    33
    Positive Ratings:
    2
    I do not know but I will most certainly check before compiling it next time!

    When I walk through them I just drop... so I'm guessing they are gaps into the void.

    Okay thanks!
     
  6. Phil25

    Phil25 L1: Registered

    Messages:
    49
    Positive Ratings:
    8
    This looks like incorrectly setup areaportals, although I'm not sure how renaming the project would fix that. Just throwing my two cents in.
     
  7. The Asylum

    aa The Asylum

    Messages:
    1,658
    Positive Ratings:
    439
    Most of the time it's a leak problem. Your stuff is still there, it's just not being rendered. Compile your map w/o running it, and under the map menu, click Load Pointfile. You'll see a red line going from whatever is leaking to wherever it's leaking out of.

    Also, I notice you have water in your map. If you're putting an areaportal through water, you need to create a separate portal that cuts through the water and then another portal through the air above it, like this: https://developer.valvesoftware.com/wiki/Areaportal#Areaportals_and_water
     
  8. Collaide

    Collaide L1: Registered

    Messages:
    33
    Positive Ratings:
    2
    Happened before I used areaportals too though. And compile log proved there were none.

    rename + re-render

    and yeah it happened before I used areaportals too.
    But it's not urgent too much
     
    Last edited: Oct 18, 2015
  9. Collaide

    Collaide L1: Registered

    Messages:
    33
    Positive Ratings:
    2
    BUMP

    Hello again! I have encountered another problem and I didn't want to make a new thread so I'm posting it here. I have tried searching for it but I didn't find anything special.

    Problem:
    The lighting in my map is no longer working. (No shadows, no lights. All textures are always fully lit.)

    On a late night I decided to compile my map faster so I wouldn't have to wait as long. The lighting disappeared. Maybe this is my compile settings but I have not been able to figure out what the problem is yet.

    Compile Settings (Normal):
    Run BSP: Normal
    Run VIS: Normal
    Run RAD: Normal
    HDR: Checked

    The Ligh_environment is unchanged.

    It's not a problem with my game since lighting works on other maps.

    (Original post IS updated as well)
     
  10. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

    Messages:
    1,264
    Positive Ratings:
    748
    post your compile log. 99% of the times this indicates the problem.
     
  11. Collaide

    Collaide L1: Registered

    Messages:
    33
    Positive Ratings:
    2
    ** 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\cp_waterworks_a3b1.vmf"

    Valve Software - vbsp.exe (Dec 30 2015)
    8 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\cp_waterworks_a3b1.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    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 722 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b1.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...
    Found a displacement edge abutting multiple other edges.
    Warning: overflowed 80 displacement corner-neighbor lists.Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (0) (525689 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 345 texinfos to 253
    Reduced 21 texdatas to 20 (513 bytes to 461)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b1.bsp
    1 second 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\cp_waterworks_a3b1"

    Valve Software - vvis.exe (Dec 30 2015)
    8 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b1.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b1.prt
    906 portalclusters
    2457 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 (49)
    Optimized: 1567 visible clusters (0.56%)
    Total clusters visible: 282233
    Average clusters visible: 311
    Building PAS...
    Average clusters audible: 885
    visdatasize:201362 compressed from 217440
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b1.bsp
    49 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\cp_waterworks_a3b1"

    Valve Software - vrad.exe SSE (Dec 30 2015)

    Valve Radiosity Simulator
    8 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\cp_waterworks_a3b1.bsp
    Setting up ray-trace acceleration structure... Done (0.80 seconds)
    6717 faces
    10 degenerate faces
    9593694 square feet [1381491968.00 square inches]
    132 Displacements
    480961 Square Feet [69258456.00 Square Inches]
    Stack overflow in neighbors


    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_waterworks_a3b1.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" -novid -noborder -w 1920 -h 1080 +map "cp_waterworks_a3b1" -steam
     
  12. Bogdy

    Bogdy L4: Comfortable Member

    Messages:
    187
    Positive Ratings:
    208
    You created too many displacements that touch each other.
     
  13. Collaide

    Collaide L1: Registered

    Messages:
    33
    Positive Ratings:
    2
    Thanks a lot mate!

    14 secs into a displacements vid and I think I know how to fix it. Again, thanks!

    (Y'all better be hyped for my map, it's SICK)
     
  14. Collaide

    Collaide L1: Registered

    Messages:
    33
    Positive Ratings:
    2
    I thought I fixed it, but the lighting still doesn't work.
    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\cp_waterworks_a3b5.vmf"
    
    Valve Software - vbsp.exe (Dec 30 2015)
    8 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\cp_waterworks_a3b5.vmf
    Patching WVT material: maps/cp_waterworks_a3b5/harvest/ground_to_green_grass_002_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...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b5.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) (171769 bytes)
    Placing detail props : 0...1...2...3...4...5...6.Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
    Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
    Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
    Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
    Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
    Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
    Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
    Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
    Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
    Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
    Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
    Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
    Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
    Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
    Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
    .Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
    Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
    Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
    Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
    Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
    Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
    Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
    .7...8...9...10
    Compacting texture/material tables...
    Reduced 78 texinfos to 38
    Reduced 12 texdatas to 10 (369 bytes to 267)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b5.bsp
    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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b5"
    
    Valve Software - vvis.exe (Dec 30 2015)
    8 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b5.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b5.prt
    318 portalclusters
    704 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: 64264
    Average clusters visible: 202
    Building PAS...
    Average clusters audible: 318
    visdatasize:28101  compressed from 25440
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b5.bsp
    0 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\cp_waterworks_a3b5"
    
    Valve Software - vrad.exe SSE (Dec 30 2015)
    
          Valve Radiosity Simulator   
    8 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\cp_waterworks_a3b5.bsp
    Setting up ray-trace acceleration structure... Done (0.04 seconds)
    1050 faces
    7899484 square feet [1137525760.00 square inches]
    22 Displacements
    160551 Square Feet [23119354.00 Square Inches]
    1050 patches before subdivision
    13614 patches after subdivision
    0 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 82968, max 106
    transfer lists:   0.6 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<0.0067 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
    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                   7/1024          336/49152    ( 0.7%)
    brushes                303/8192         3636/98304    ( 3.7%)
    brushsides            2527/65536       20216/524288   ( 3.9%)
    planes                2214/65536       44280/1310720  ( 3.4%)
    vertexes              1203/65536       14436/786432   ( 1.8%)
    nodes                  987/65536       31584/2097152  ( 1.5%)
    texinfos                38/12288        2736/884736   ( 0.3%)
    texdata                 10/2048          320/65536    ( 0.5%)
    dispinfos               22/0            3872/0        ( 0.0%)
    disp_verts            1782/0           35640/0        ( 0.0%)
    disp_tris             2816/0            5632/0        ( 0.0%)
    disp_lmsamples      383328/0          383328/0        ( 0.0%)
    faces                 1050/65536       58800/3670016  ( 1.6%)
    hdr faces                0/65536           0/3670016  ( 0.0%)
    origfaces              436/65536       24416/3670016  ( 0.7%)
    leaves                 995/65536       31840/2097152  ( 1.5%)
    leaffaces             1100/65536        2200/131072   ( 1.7%)
    leafbrushes            917/65536        1834/131072   ( 1.4%)
    areas                    2/256            16/2048     ( 0.8%)
    surfedges             6016/512000      24064/2048000  ( 1.2%)
    edges                 3077/256000      12308/1024000  ( 1.2%)
    LDR worldlights          0/8192            0/720896   ( 0.0%)
    HDR worldlights          0/8192            0/720896   ( 0.0%)
    leafwaterdata            0/32768           0/393216   ( 0.0%)
    waterstrips              6/32768          60/327680   ( 0.0%)
    waterverts               0/65536           0/786432   ( 0.0%)
    waterindices            96/65536         192/131072   ( 0.1%)
    cubemapsamples           0/1024            0/16384    ( 0.0%)
    overlays                 0/512             0/180224   ( 0.0%)
    LDR lightdata         [variable]     1565048/0        ( 0.0%)
    HDR lightdata         [variable]           0/0        ( 0.0%)
    visdata               [variable]       28101/16777216 ( 0.2%)
    entdata               [variable]        3019/393216   ( 0.8%)
    LDR ambient table      995/65536        3980/262144   ( 1.5%)
    HDR ambient table      995/65536        3980/262144   ( 1.5%)
    LDR leaf ambient       462/65536       12936/1835008  ( 0.7%)
    HDR leaf ambient       995/65536       27860/1835008  ( 1.5%)
    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]         548/0        ( 0.0%)
    physics               [variable]      171769/4194304  ( 4.1%)
    physics terrain       [variable]        8812/1048576  ( 0.8%)
    
    Level flags = 0
    
    Total triangle count: 2172
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b5.bsp
    6 seconds elapsed
    Valve Software - vrad.exe SSE (Dec 30 2015)
    
          Valve Radiosity Simulator   
    8 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\cp_waterworks_a3b5.bsp
    Setting up ray-trace acceleration structure... Done (0.04 seconds)
    1050 faces
    7899484 square feet [1137525760.00 square inches]
    22 Displacements
    160551 Square Feet [23119354.00 Square Inches]
    1050 patches before subdivision
    13614 patches after subdivision
    0 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 (1)
    transfers 82968, max 106
    transfer lists:   0.6 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<0.0049 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
    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                   7/1024          336/49152    ( 0.7%)
    brushes                303/8192         3636/98304    ( 3.7%)
    brushsides            2527/65536       20216/524288   ( 3.9%)
    planes                2214/65536       44280/1310720  ( 3.4%)
    vertexes              1203/65536       14436/786432   ( 1.8%)
    nodes                  987/65536       31584/2097152  ( 1.5%)
    texinfos                38/12288        2736/884736   ( 0.3%)
    texdata                 10/2048          320/65536    ( 0.5%)
    dispinfos               22/0            3872/0        ( 0.0%)
    disp_verts            1782/0           35640/0        ( 0.0%)
    disp_tris             2816/0            5632/0        ( 0.0%)
    disp_lmsamples      383328/0          383328/0        ( 0.0%)
    faces                 1050/65536       58800/3670016  ( 1.6%)
    hdr faces             1050/65536       58800/3670016  ( 1.6%)
    origfaces              436/65536       24416/3670016  ( 0.7%)
    leaves                 995/65536       31840/2097152  ( 1.5%)
    leaffaces             1100/65536        2200/131072   ( 1.7%)
    leafbrushes            917/65536        1834/131072   ( 1.4%)
    areas                    2/256            16/2048     ( 0.8%)
    surfedges             6016/512000      24064/2048000  ( 1.2%)
    edges                 3077/256000      12308/1024000  ( 1.2%)
    LDR worldlights          0/8192            0/720896   ( 0.0%)
    HDR worldlights          0/8192            0/720896   ( 0.0%)
    leafwaterdata            0/32768           0/393216   ( 0.0%)
    waterstrips              6/32768          60/327680   ( 0.0%)
    waterverts               0/65536           0/786432   ( 0.0%)
    waterindices            96/65536         192/131072   ( 0.1%)
    cubemapsamples           0/1024            0/16384    ( 0.0%)
    overlays                 0/512             0/180224   ( 0.0%)
    LDR lightdata         [variable]     1565048/0        ( 0.0%)
    HDR lightdata         [variable]     1565048/0        ( 0.0%)
    visdata               [variable]       28101/16777216 ( 0.2%)
    entdata               [variable]        3019/393216   ( 0.8%)
    LDR ambient table      995/65536        3980/262144   ( 1.5%)
    HDR ambient table      995/65536        3980/262144   ( 1.5%)
    LDR leaf ambient       462/65536       12936/1835008  ( 0.7%)
    HDR leaf ambient       462/65536       12936/1835008  ( 0.7%)
    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]           1/12       ( 8.3%)
    pakfile               [variable]         548/0        ( 0.0%)
    physics               [variable]      171769/4194304  ( 4.1%)
    physics terrain       [variable]        8812/1048576  ( 0.8%)
    
    Level flags = 0
    
    Total triangle count: 2172
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b5.bsp
    6 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b5.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_waterworks_a3b5.bsp"
    
    
    I ran it in the compile log checker and this is the description and solution it gave me:

    But will this cause lighting to disappear as well as the previous issue?
    I didn't think so, so I did another compile after I had replaced the texture with a dev texture.

    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\cp_waterworks_a3b6.vmf"
    
    Valve Software - vbsp.exe (Dec 30 2015)
    8 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\cp_waterworks_a3b6.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/cp_waterworks_a3b6/harvest/ground_to_green_grass_002_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 722 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b6.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) (525689 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 366 texinfos to 264
    Reduced 26 texdatas to 23 (675 bytes to 521)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b6.bsp
    1 second 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\cp_waterworks_a3b6"
    
    Valve Software - vvis.exe (Dec 30 2015)
    8 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b6.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b6.prt
    906 portalclusters
    2457 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 (47)
    Optimized: 1566 visible clusters (0.55%)
    Total clusters visible: 282232
    Average clusters visible: 311
    Building PAS...
    Average clusters audible: 885
    visdatasize:201362  compressed from 217440
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b6.bsp
    47 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\cp_waterworks_a3b6"
    
    Valve Software - vrad.exe SSE (Dec 30 2015)
    
          Valve Radiosity Simulator   
    8 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\cp_waterworks_a3b6.bsp
    Setting up ray-trace acceleration structure... Done (0.62 seconds)
    6607 faces
    10 degenerate faces
    9593694 square feet [1381491968.00 square inches]
    22 Displacements
    160551 Square Feet [23119354.00 Square Inches]
    Stack overflow in neighbors
    
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b6.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_waterworks_a3b6.bsp"
    
    
    I loaded up the game and the lighting still doesn't work.

    The only error left is the skybox error, but I've had that for ages but the skybox and lighting have always worked.

    Any help please?
     
  15. Muddy

    Server Staff Muddy Muddy

    Messages:
    2,387
    Positive Ratings:
    4,219
    Does "stack overflow in neighbours" mean anything? The compiler also says "10 degenerate faces".

    Check if (and where) your map's got any problems with Alt+P.
     
    • Thanks Thanks x 1
  16. Collaide

    Collaide L1: Registered

    Messages:
    33
    Positive Ratings:
    2
    Checked the Compile errors page on the dev wiki:
    "<number> degenerate faces

    To do: Tests show it has to do with transparent materials. Find the brush(es) and change its textures to eliminate the error."

    Couldn't fix getting that error by changing the textures. Not to other transparent textures, nor other non-transparent.

    Maybe it's this error??
    I have NO idea...


    Really annoying not to have shadows of my map, I'll put mapping on hold until I have solved this...
     
  17. henke37

    aa henke37

    Messages:
    1,890
    Positive Ratings:
    443
    A degenerate face is a face with nonsensical geometry. Things like non closed faces, non planar ones and so on. They are really bad, since they confuse vbsp and the error just cascades into everything. The compile log should contain more lines detailing where the problems are.
     
    • Thanks Thanks x 1
  18. Collaide

    Collaide L1: Registered

    Messages:
    33
    Positive Ratings:
    2
    This is the entire thing, I swear.

    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\cp_waterworks_a3b11.vmf"
    
    Valve Software - vbsp.exe (Dec 30 2015)
    8 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\cp_waterworks_a3b11.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/cp_waterworks_a3b11/harvest/ground_to_green_grass_002_wvt_patch
    Patching WVT material: maps/cp_waterworks_a3b11/dev/dev_blendmeasure_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 524 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b11.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 (1) (552284 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 423 texinfos to 299
    Reduced 24 texdatas to 21 (684 bytes to 528)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b11.bsp
    1 second 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\cp_waterworks_a3b11"
    
    Valve Software - vvis.exe (Dec 30 2015)
    8 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b11.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b11.prt
    1002 portalclusters
    2821 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 (73)
    Optimized: 1531 visible clusters (0.42%)
    Total clusters visible: 364591
    Average clusters visible: 363
    Building PAS...
    Average clusters audible: 982
    visdatasize:243732  compressed from 256512
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b11.bsp
    1 minute, 13 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\cp_waterworks_a3b11"
    
    Valve Software - vrad.exe SSE (Dec 30 2015)
    
          Valve Radiosity Simulator    
    8 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\cp_waterworks_a3b11.bsp
    Setting up ray-trace acceleration structure... Done (0.66 seconds)
    7112 faces
    10 degenerate faces
    9185790 square feet [1322753792.00 square inches]
    22 Displacements
    160551 Square Feet [23119354.00 Square Inches]
    Stack overflow in neighbors
    
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_waterworks_a3b11.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_waterworks_a3b11.bsp"
    
     
     
  19. zahndah

    aa zahndah professional letter

    Messages:
    718
    Positive Ratings:
    627
    Fix these then try agian. just remove the brushes that have degenrerate faces and remake them rather than just changing the textures.
     
    • Thanks Thanks x 1
  20. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

    Messages:
    1,264
    Positive Ratings:
    748
    Keep in mind this doesnt have to be related to displacements at all as there are a few causes known for this:
    - Too many lights in a small area touching the same face (note that i mean unnamed lights with this that are very close to each other)
    - Smoothing groups containing too many faces

    What i would expect is that its indeed a degenerate face and it fails to perform a subdivision step on that brush as the regular compile progress normaly would continue like this:
    Code:
    9659 faces
    8213192 square feet [1182699648.00 square inches]
    325 Displacements
    278978 Square Feet [40172940.00 Square Inches]
    9659 patches before subdivision
    224257 patches after subdivision