Particle bug

XEnderFaceX

F1 Fan
Aug 18, 2015
316
98
Hi,

for some reason there is a particle in the 3d skybox, only the one that is closer to me is actually in the Map

is there a fix for that?


Thanks
 

Attachments

  • 20180222210203_1.jpg
    20180222210203_1.jpg
    262.5 KB · Views: 159

hutty

aa
Mar 30, 2014
542
445
Does your map have a leak? If so your entire regular map will show up in the 3D skybox.
 

XEnderFaceX

F1 Fan
Aug 18, 2015
316
98
it dosnt.

heres the compile log:


** Executing...
** Command: "D:\dddddddd\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\dddddddd\steamapps\common\Team Fortress 2\tf" "D:\dddddddd\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\My Maps\koth_fakealert_a1.vmf"

Valve Software - vbsp.exe (Oct 14 2017)
8 threads
materialPath: D:\dddddddd\steamapps\common\Team Fortress 2\tf\materials
Loading D:\dddddddd\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\My Maps\koth_fakealert_a1.vmf
Patching WVT material: maps/koth_fakealert_a1/nature/blendgroundtograss009_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 4 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\dddddddd\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\My Maps\koth_fakealert_a1.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
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Building Physics collision data...
done (0) (283592 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8.Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS009 uses unknown detail object type tf_forest_grass!
..9...10
Compacting texture/material tables...
Reduced 962 texinfos to 670
Reduced 53 texdatas to 47 (1320 bytes to 1037)
Writing D:\dddddddd\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\My Maps\koth_fakealert_a1.bsp
Wrote ZIP buffer, estimated size 2712, actual size 2096
3 seconds elapsed

** Executing...
** Command: "D:\dddddddd\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\dddddddd\steamapps\common\Team Fortress 2\tf" -fast "D:\dddddddd\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\My Maps\koth_fakealert_a1"

Valve Software - vvis.exe (Oct 14 2017)
fastvis = true
8 threads
reading d:\dddddddd\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\my maps\koth_fakealert_a1.bsp
reading d:\dddddddd\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\my maps\koth_fakealert_a1.prt
903 portalclusters
2744 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 10225 visible clusters (1.55%)
Total clusters visible: 660792
Average clusters visible: 731
Building PAS...
Average clusters audible: 773
visdatasize:199255 compressed from 216720
writing d:\dddddddd\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\my maps\koth_fakealert_a1.bsp
0 seconds elapsed

** Executing...
** Command: "D:\dddddddd\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\dddddddd\steamapps\common\Team Fortress 2\tf" -noextra "D:\dddddddd\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\My Maps\koth_fakealert_a1"

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

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

[56 texlights parsed from 'lights.rad']

Loading d:\dddddddd\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\my maps\koth_fakealert_a1.bsp
Setting up ray-trace acceleration structure... Done (0.31 seconds)
3613 faces
2345159 square feet [337703008.00 square inches]
20 Displacements
49543 Square Feet [7134296.50 Square Inches]
3613 patches before subdivision
48257 patches after subdivision
sun extent from map=0.173648
53 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 2849319, max 485
transfer lists: 21.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(120452, 111050, 109979)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(15667, 12725, 12596)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(2233, 1586, 1582)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(321, 197, 203)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(48, 25, 27)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(7, 3, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 0, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0127 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (4)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 90/1024 4320/49152 ( 8.8%)
brushes 741/8192 8892/98304 ( 9.0%)
brushsides 5034/65536 40272/524288 ( 7.7%)
planes 2544/65536 50880/1310720 ( 3.9%)
vertexes 5159/65536 61908/786432 ( 7.9%)
nodes 2565/65536 82080/2097152 ( 3.9%)
texinfos 670/12288 48240/884736 ( 5.5%)
texdata 47/2048 1504/65536 ( 2.3%)
dispinfos 20/0 3520/0 ( 0.0%)
disp_verts 1620/0 32400/0 ( 0.0%)
disp_tris 2560/0 5120/0 ( 0.0%)
disp_lmsamples 119112/0 119112/0 ( 0.0%)
faces 3613/65536 202328/3670016 ( 5.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2241/65536 125496/3670016 ( 3.4%)
leaves 2656/65536 84992/2097152 ( 4.1%)
leaffaces 4405/65536 8810/131072 ( 6.7%)
leafbrushes 1966/65536 3932/131072 ( 3.0%)
areas 7/256 56/2048 ( 2.7%)
surfedges 25373/512000 101492/2048000 ( 5.0%)
edges 14370/256000 57480/1024000 ( 5.6%)
LDR worldlights 53/8192 4664/720896 ( 0.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 4/32768 48/393216 ( 0.0%)
waterstrips 199/32768 1990/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3165/65536 6330/131072 ( 4.8%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 55/512 19360/180224 (10.7%)
LDR lightdata [variable] 1617292/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 199255/16777216 ( 1.2%)
entdata [variable] 107054/393216 (27.2%)
LDR ambient table 2656/65536 10624/262144 ( 4.1%)
HDR ambient table 2656/65536 10624/262144 ( 4.1%)
LDR leaf ambient 11274/65536 315672/1835008 (17.2%)
HDR leaf ambient 2656/65536 74368/1835008 ( 4.1%)
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] 1/12956 ( 0.0%)
pakfile [variable] 2096/0 ( 0.0%)
physics [variable] 283592/4194304 ( 6.8%)
physics terrain [variable] 2714/1048576 ( 0.3%)

Level flags = 0

Total triangle count: 9229
Writing d:\dddddddd\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\my maps\koth_fakealert_a1.bsp
14 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\dddddddd\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\My Maps\koth_fakealert_a1.bsp" "D:\dddddddd\steamapps\common\Team Fortress 2\tf\maps\koth_fakealert_a1.bsp"
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
You need to run VVIS on normal mode to calculate visibility, otherwise your entire map will be counted as the 3D skybox, and as such your normal map will be duplicated to the 3D skybox.