Ok, WTH is this? Weird 'brush' visible in compiled map

Discussion in 'Mapping Questions & Discussion' started by Draco18s, Apr 7, 2012.

  1. Draco18s

    Draco18s L9: Fashionable Member

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    [​IMG]

    That's what I see in game. It's only visible at certain angles and is not solid to players, physics, or bullets.

    There is no object in that location in Hammer.

    [​IMG]
     
  2. RaVaGe

    aa RaVaGe

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    Do you have a func_brush with an origin of 0 0 0 in your map ?
     
  3. Draco18s

    Draco18s L9: Fashionable Member

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    I have two, but their origins are not 0,0,0 (and they're parented to a func_door_rotating) and not plane-like.
     
  4. Jeremy

    Jeremy L11: Posh Member

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    Does this still happen if you compile the map with lighting? It's a wild guess, but it's worth a try.
     
  5. RaVaGe

    aa RaVaGe

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    Give me your compilation log plz :)
     
  6. Draco18s

    Draco18s L9: Fashionable Member

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    I haven't added any lights.

    Will do.
     
  7. Draco18s

    Draco18s L9: Fashionable Member

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    Here's the compile log.


    ** Executing...
    ** Command: "t:\program files\steam\steamapps\draco18s\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "t:\program files\steam\steamapps\draco18s\team fortress 2\tf" "T:\Program Files\Steam\steamapps\draco18s\sourcesdk_content\tf\mapsrc\pl_mines.vmf"

    Valve Software - vbsp.exe (Oct 25 2011)
    6 threads
    materialPath: t:\program files\steam\steamapps\draco18s\team fortress 2\tf\materials
    Loading T:\Program Files\Steam\steamapps\draco18s\sourcesdk_content\tf\mapsrc\pl_mines.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/pl_mines/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/pl_mines/nature/blendgroundtogravel001_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 (1)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 138 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing T:\Program Files\Steam\steamapps\draco18s\sourcesdk_content\tf\mapsrc\pl_mines.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...
    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 (0) (2129734 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 1275 texinfos to 512
    Reduced 37 texdatas to 32 (1159 bytes to 978)
    Writing T:\Program Files\Steam\steamapps\draco18s\sourcesdk_content\tf\mapsrc\pl_mines.bsp
    3 seconds elapsed

    ** Executing...
    ** Command: "t:\program files\steam\steamapps\draco18s\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "t:\program files\steam\steamapps\draco18s\team fortress 2\tf" -fast "T:\Program Files\Steam\steamapps\draco18s\sourcesdk_content\tf\mapsrc\pl_mines"

    Valve Software - vvis.exe (Oct 25 2011)
    fastvis = true
    6 threads
    reading t:\program files\steam\steamapps\draco18s\sourcesdk_content\tf\mapsrc\pl_mines.bsp
    reading t:\program files\steam\steamapps\draco18s\sourcesdk_content\tf\mapsrc\pl_mines.prt
    663 portalclusters
    1630 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 25872 visible clusters (0.00%)
    Total clusters visible: 263976
    Average clusters visible: 398
    Building PAS...
    Average clusters audible: 649
    visdatasize:106890 compressed from 116688
    writing t:\program files\steam\steamapps\draco18s\sourcesdk_content\tf\mapsrc\pl_mines.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: "t:\program files\steam\steamapps\draco18s\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -game "t:\program files\steam\steamapps\draco18s\team fortress 2\tf" "T:\Program Files\Steam\steamapps\draco18s\sourcesdk_content\tf\mapsrc\pl_mines"

    Valve Software - vrad.exe SSE (Oct 25 2011)

    Valve Radiosity Simulator
    6 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']

    Loading t:\program files\steam\steamapps\draco18s\sourcesdk_content\tf\mapsrc\pl_mines.bsp
    Setting up ray-trace acceleration structure... Done (1.75 seconds)
    3096 faces
    711886 square feet [102511640.00 square inches]
    143 Displacements
    214691 Square Feet [30915574.00 Square Inches]
    3096 patches before subdivision
    zero area child patch
    zero area child patch
    zero area child patch
    75858 patches after subdivision
    0 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (15)
    transfers 4163659, max 319
    transfer lists: 31.8 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<0.0466 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
    FinalLightFace Done
    Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
    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 47/1024 2256/49152 ( 4.6%)
    brushes 665/8192 7980/98304 ( 8.1%)
    brushsides 5482/65536 43856/524288 ( 8.4%)
    planes 5708/65536 114160/1310720 ( 8.7%)
    vertexes 5627/65536 67524/786432 ( 8.6%)
    nodes 2012/65536 64384/2097152 ( 3.1%)
    texinfos 512/12288 36864/884736 ( 4.2%)
    texdata 32/2048 1024/65536 ( 1.6%)
    dispinfos 143/0 25168/0 ( 0.0%)
    disp_verts 10447/0 208940/0 ( 0.0%)
    disp_tris 16384/0 32768/0 ( 0.0%)
    disp_lmsamples 588608/0 588608/0 ( 0.0%)
    faces 3096/65536 173376/3670016 ( 4.7%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 1588/65536 88928/3670016 ( 2.4%)
    leaves 2060/65536 65920/2097152 ( 3.1%)
    leaffaces 3392/65536 6784/131072 ( 5.2%)
    leafbrushes 2375/65536 4750/131072 ( 3.6%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 21056/512000 84224/2048000 ( 4.1%)
    edges 12676/256000 50704/1024000 ( 5.0%)
    LDR worldlights 0/8192 0/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 1/32768 12/393216 ( 0.0%)
    waterstrips 288/32768 2880/327680 ( 0.9%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 4251/65536 8502/131072 ( 6.5%)
    cubemapsamples 4/1024 64/16384 ( 0.4%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 2762720/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 106890/16777216 ( 0.6%)
    entdata [variable] 99006/393216 (25.2%)
    LDR ambient table 2060/65536 8240/262144 ( 3.1%)
    HDR ambient table 2060/65536 8240/262144 ( 3.1%)
    LDR leaf ambient 1023/65536 28644/1835008 ( 1.6%)
    HDR leaf ambient 2060/65536 57680/1835008 ( 3.1%)
    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] 1/46640 ( 0.0%)
    dtl prp lght [variable] 1/4 (25.0%)
    HDR dtl prp lght [variable] 1/4 (25.0%)
    static props [variable] 1/15866 ( 0.0%)
    pakfile [variable] 531099/0 ( 0.0%)
    physics [variable] 2129734/4194304 (50.8%)
    physics terrain [variable] 0/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 8419
    Writing t:\program files\steam\steamapps\draco18s\sourcesdk_content\tf\mapsrc\pl_mines.bsp
    29 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "T:\Program Files\Steam\steamapps\draco18s\sourcesdk_content\tf\mapsrc\pl_mines.bsp" "t:\program files\steam\steamapps\draco18s\team fortress 2\tf\maps\pl_mines.bsp"
     
  8. Shanghai

    Shanghai L6: Sharp Member

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    Have you tried finding errors in your map by pressing alt+p in Hammer?
     
  9. RaVaGe

    aa RaVaGe

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    First:

    You have some invalid brush in the map, check them with an alt+p and repair or delete them.

    Secondly, why are you compiling in fast vvis ? The map is leaked ? I would like to see the log with an full compilation with vvis.
     
  10. Jeremy

    Jeremy L11: Posh Member

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    Then add lights?

    He might be compiling with fast VVIS because it's a test compile and not a proper release version. It's much less time-consuming than to do a full compile every time.
     
  11. Draco18s

    Draco18s L9: Fashionable Member

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    Precisely. The map is NOT optimized for vis at all, and the funny odd shaped walls break the vis leafs into a thousand tiny pieces.

    (Ok, it's not that bad, but it's not optimized, and while I can do a full vis in a reasonable time, there's no point and takes like four times as long)