Odd brush visibility problem

Discussion in 'Mapping Questions & Discussion' started by PoisonHeadcrab, Jul 30, 2011.

  1. PoisonHeadcrab

    PoisonHeadcrab L1: Registered

    Messages:
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    Positive Ratings:
    0
    So I've got this problem when I run my map, when I walk around it sometimes many brushes just disappear for my view, like if the visleaves were completely random and broken, even though the visibility of brushes in this case also depends on my angle of view, not only the position. One thing I also noticed is how a lot of brushes preferably disappear when I'm looking at a lot of brush geometry from a further distance, even if there are exceptions.


    Here a part of the map where everything seems normal:
    http://www.abload.de/img/pic1800r.jpg

    Now I take a little step backwards:
    http://www.abload.de/img/pic2409h.jpg

    This problem appears throughout the map, sometimes I can even look around and see no brushes at all, just all the props and the skybox.

    Also, here's my changelog; I already checked it with the compile log checker over at Interlopers.net but all I got was an error concerning cubemaps, some models I forgot to assign the right prop types to and some seemingly harmless problem called "zero area child patch".
    For further information, my map currently consists out of two huge skybox boxes, one wrapped around the map and the other one around the 3D skybox. Both I double-checked for leaks.
    Code:
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\accoutname\team fortress 2\tf" "mapdirectory"
    
    Valve Software - vbsp.exe (Jul  7 2010)
    4 threads
    materialPath: c:\program files (x86)\steam\steamapps\accountname\team fortress 2\tf\materials
    Loading mapname.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/mapname/cp_mountainlab/nature/groundtograss001_nodetail_wvt_patch
    Patching WVT material: maps/mapname/coalmines/blendbeach_to_beach_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 (1)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 1542 detail faces...done (1)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (3)
    writing mapname.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_nightfall_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_nightfall_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_nightfall_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_nightfall_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 (1) (1885472 bytes)
    Error! To use model "models/props_gameplay/resupply_locker.mdl"
          with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/props_gameplay/resupply_locker.mdl"!
    Error! To use model "models/props_manor/grandfather_clock_01.mdl"
          with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/props_manor/grandfather_clock_01.mdl"!
    Error! To use model "models/player/items/spy/spy_rose.mdl"
          with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/player/items/spy/spy_rose.mdl"!
    Error! To use model "models/cp_gallery/saxton_stand.mdl"
          with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/cp_gallery/saxton_stand.mdl"!
    Error! To use model "models/weapons/c_models/c_hippocrates_bust/c_hippocrates_bust.mdl"
          with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/weapons/c_models/c_hippocrates_bust/c_hippocrates_bust.mdl"!
    Error! To use model "models/player/items/soldier/medals.mdl"
          with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/player/items/soldier/medals.mdl"!
    Error! To use model "models/player/items/soldier/drg_hair_beard.mdl"
          with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/player/items/soldier/drg_hair_beard.mdl"!
    Error! To use model "models/weapons/c_models/c_saxxy/c_saxxy.mdl"
          with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/weapons/c_models/c_saxxy/c_saxxy.mdl"!
    Error! To use model "models/player/items/pyro/pyro_monocle.mdl"
          with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/player/items/pyro/pyro_monocle.mdl"!
    Error! To use model "models/cp_gallery/globe.mdl"
          with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/cp_gallery/globe.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Water found with no water_lod_control entity, creating a default one.
    Compacting texture/material tables...
    Reduced 927 texinfos to 550
    Reduced 84 texdatas to 65 (2529 bytes to 1952)
    Writing mapname.bsp
    29 seconds elapsed
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\accountname\team fortress 2\tf" "mapname"
    
    Valve Software - vvis.exe (Jul  7 2010)
    4 threads
    reading mapname.bsp
    reading mapname.prt
     631 portalclusters
    1854 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 (38)
    Optimized: 1054 visible clusters (0.00%)
    Total clusters visible: 177449
    Average clusters visible: 281
    Building PAS...
    Average clusters audible: 625
    visdatasize:102520  compressed from 100960
    writing mapname.bsp
    38 seconds elapsed
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\accountname\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters:  -game "c:\program files (x86)\steam\steamapps\accountname\team fortress 2\tf" "mapname"
    
    Valve Software - vrad.exe SSE (Jul  7 2010)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading mapname.bsp
    Setting up ray-trace acceleration structure... Done (10.00 seconds)
    21559 faces
    60 degenerate faces
    6248357 square feet [899763520.00 square inches]
    52 Displacements
    137512 Square Feet [19801748.00 Square Inches]
    21499 patches before subdivision
    zero area child patch
    zero area child patch
    zero area child patch
    zero area child patch
    197009 patches after subdivision
    sun extent from map=0.087156
    96 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (114)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (328)
    transfers 60832696, max 4481
    transfer lists: 464.1 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #1 added RGB(511415, 290957, 166737)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #2 added RGB(166357, 81346, 39822)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #3 added RGB(58536, 22978, 8971)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #4 added RGB(20644, 7058, 2353)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #5 added RGB(7711, 2145, 578)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #6 added RGB(2814, 681, 155)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #7 added RGB(1079, 214, 40)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #8 added RGB(403, 69, 11)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #9 added RGB(156, 22, 3)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #10 added RGB(59, 7, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #11 added RGB(23, 2, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #12 added RGB(9, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #13 added RGB(4, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #14 added RGB(1, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #15 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.1600 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (42)
    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 (25)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                   9/1024          432/49152    ( 0.9%) 
    brushes               3595/8192        43140/98304    (43.9%) 
    brushsides           53415/65536      427320/524288   (81.5%) VERY FULL!
    planes               60916/65536     1218320/1310720  (93.0%) VERY FULL!
    vertexes             32643/65536      391716/786432   (49.8%) 
    nodes                 2501/65536       80032/2097152  ( 3.8%) 
    texinfos               550/12288       39600/884736   ( 4.5%) 
    texdata                 65/2048         2080/65536    ( 3.2%) 
    dispinfos               52/0            9152/0        ( 0.0%) 
    disp_verts            2356/0           47120/0        ( 0.0%) 
    disp_tris             3584/0            7168/0        ( 0.0%) 
    disp_lmsamples      251992/0          251992/0        ( 0.0%) 
    faces                21559/65536     1207304/3670016  (32.9%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces            17946/65536     1004976/3670016  (27.4%) 
    leaves                2511/65536       80352/2097152  ( 3.8%) 
    leaffaces            24759/65536       49518/131072   (37.8%) 
    leafbrushes           5895/65536       11790/131072   ( 9.0%) 
    areas                    3/256            24/2048     ( 1.2%) 
    surfedges           168189/512000     672756/2048000  (32.8%) 
    edges               101939/256000     407756/1024000  (39.8%) 
    LDR worldlights         96/8192         8448/720896   ( 1.2%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            2/32768          24/393216   ( 0.0%) 
    waterstrips           1062/32768       10620/327680   ( 3.2%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices         25152/65536       50304/131072   (38.4%) 
    cubemapsamples           2/1024           32/16384    ( 0.2%) 
    overlays                 0/512             0/180224   ( 0.0%) 
    LDR lightdata         [variable]    10399548/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]      102520/16777216 ( 0.6%) 
    entdata               [variable]       92300/393216   (23.5%) 
    LDR ambient table     2511/65536       10044/262144   ( 3.8%) 
    HDR ambient table     2511/65536       10044/262144   ( 3.8%) 
    LDR leaf ambient     10504/65536      294112/1835008  (16.0%) 
    HDR leaf ambient      2511/65536       70308/1835008  ( 3.8%) 
    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]           1/26630    ( 0.0%) 
    pakfile               [variable]        8468/0        ( 0.0%) 
    physics               [variable]     1885472/4194304  (45.0%) 
    physics terrain       [variable]       10828/1048576  ( 1.0%) 
    
    Level flags = 0
    
    Total triangle count: 53239
    Writing mapname.bsp
    8 minutes, 56 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "mapname.bsp" "c:\program files (x86)\steam\steamapps\accountname\team fortress 2\tf\maps\mapname.bsp"
    
    
    ** Executing...
    ** Command: c:\program files (x86)\steam\steam.exe
    ** Parameters: -applaunch 440 -game "c:\program files (x86)\steam\steamapps\accountname\team fortress 2\tf"  +map "mapname"


    Any help would be greatly appreciated!
     
  2. Jeremy

    Jeremy L11: Posh Member

    Messages:
    829
    Positive Ratings:
    251
    My guess is this. Try using Alt-P in Hammer.

    EDIT: Maybe have a look at this.
     
    • Thanks Thanks x 1
    Last edited: Jul 30, 2011
  3. PoisonHeadcrab

    PoisonHeadcrab L1: Registered

    Messages:
    14
    Positive Ratings:
    0
    I had the Problem window in Hammer already checked without finding anything, however the link you posted was very helpful.

    It appears I've had a lot of huge clipped brushes as placeholders for landscape displacements around the map, and now after I func_brush'd those I don't have any more problems. :)

    Thanks!
     
  4. Jeremy

    Jeremy L11: Posh Member

    Messages:
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    Positive Ratings:
    251
    No worries.
     
  5. Shanghai

    Shanghai L6: Sharp Member

    Messages:
    394
    Positive Ratings:
    217
    I had this too, though for a slightly different reason. One of my displacements was invalid, and its top face pushed through its bottom face or some such thing.