Parts of map dissapering in game

Discussion in 'Mapping Questions & Discussion' started by [FT] Andy, Oct 18, 2008.

  1. [FT] Andy

    [FT] Andy L1: Registered

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    Basically, dependant on where i stand, some areas of my map dont render:
    [​IMG]

    then i take a few steps back:
    [​IMG]

    and from another angle:
    [​IMG]

    There are no leaks showing in the compile log, there arent any area portals in this area either. I also havent tied any entities to any of the brushes.

    This doesnt happen in any other part of the map.
    Once this is fixed i plan on posting a WIP, so any help would be great :)
     
  2. Jazz

    Jazz L5: Dapper Member

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    I had this problem not too long ago and I solved it by using hint brushes in front of the disappearing areas or any other complex-geometry places.
     
  3. eerieone

    aa eerieone

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    plz post the log

    had the same problem, caused by an overload of sprites
     
  4. YM

    aa YM LVL100 YM

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    ah ah ah, no.

    post your log into interlopers - http://www.interlopers.net/index.php?page=errors

    Then read it

    Then if after you've done both of those you can't see any problems in the compile log post it here.
     
  5. [FT] Andy

    [FT] Andy L1: Registered

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    THe only error it picked up was the skybox error, which you can ignore right?

    2 threads
    materialPath: c:\program files\steam\steamapps\ukandyl17\team fortress 2\tf\materials
    Loading C:\Program Files\Steam\steamapps\ukandyl17\sourcesdk_content\tf\mapsrc\cp_defcon_b3b.vmf
    Patching WVT material: maps/cp_defcon_b3b/nature/blendgroundtogravel004_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    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 370 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files\Steam\steamapps\ukandyl17\sourcesdk_content\tf\mapsrc\cp_defcon_b3b.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_goldrush_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 (0) (488169 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 3186 texinfos to 2034
    Reduced 76 texdatas to 70 (1854 bytes to 1720)
    Writing C:\Program Files\Steam\steamapps\ukandyl17\sourcesdk_content\tf\mapsrc\cp_defcon_b3b.bsp


    ** Executing...
    ** Command: "c:\program files\steam\steamapps\ukandyl17\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\ukandyl17\team fortress 2\tf" "C:\Program Files\Steam\steamapps\ukandyl17\sourcesdk_content\tf\mapsrc\cp_defcon_b3b"

    Valve Software - vvis.exe (Mar 11 2008)
    2 threads
    reading c:\program files\steam\steamapps\ukandyl17\sourcesdk_content\tf\mapsrc\cp_defcon_b3b.bsp
    reading c:\program files\steam\steamapps\ukandyl17\sourcesdk_content\tf\mapsrc\cp_defcon_b3b.prt
    1648 portalclusters
    4628 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
    PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (82)
    Optimized: 3212 visible clusters (0.00%)
    Total clusters visible: 323236
    Average clusters visible: 196
    Building PAS...
    Average clusters audible: 748
    visdatasize:495666 compressed from 685568
    writing c:\program files\steam\steamapps\ukandyl17\sourcesdk_content\tf\mapsrc\cp_defcon_b3b.bsp
    1 minute, 23 seconds elapsed

    ** Executing...
    ** Command: "c:\program files\steam\steamapps\ukandyl17\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\ukandyl17\team fortress 2\tf" "C:\Program Files\Steam\steamapps\ukandyl17\sourcesdk_content\tf\mapsrc\cp_defcon_b3b"

    Valve Software - vrad.exe SSE (Mar 11 2008)

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

    Loading c:\program files\steam\steamapps\ukandyl17\sourcesdk_content\tf\mapsrc\cp_defcon_b3b.bsp
    Setting up ray-trace acceleration structure... Done (2.26 seconds)
    7831 faces
    2032842 square feet [292729344.00 square inches]
    11 Displacements
    2616 Square Feet [376710.34 Square Inches]
    7831 patches before subdivision
    166175 patches after subdivision
    sun extent from map=0.087156
    sun extent from map=0.000000
    80 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (45)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (26)
    transfers 12923292, max 455
    transfer lists: 98.6 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(1680203, 653591, 296257)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(356062, 72293, 28894)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(93289, 11935, 5026)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #4 added RGB(27373, 2412, 1238)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(9181, 628, 388)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #6 added RGB(3643, 191, 137)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #7 added RGB(1557, 65, 51)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(800, 23, 20)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #9 added RGB(399, 9, 8)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(239, 3, 3)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #11 added RGB(128, 1, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #12 added RGB(83, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #13 added RGB(46, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #14 added RGB(31, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #15 added RGB(17, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #16 added RGB(12, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #17 added RGB(7, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #18 added RGB(5, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #19 added RGB(3, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #20 added RGB(2, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #21 added RGB(1, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #22 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0896 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (12)
    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 (27)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 35/1024 1680/49152 ( 3.4%)
    brushes 1354/8192 16248/98304 (16.5%)
    brushsides 8979/65536 71832/524288 (13.7%)
    planes 4390/65536 87800/1310720 ( 6.7%)
    vertexes 12289/65536 147468/786432 (18.8%)
    nodes 3902/65536 124864/2097152 ( 6.0%)
    texinfos 2034/12288 146448/884736 (16.6%)
    texdata 70/2048 2240/65536 ( 3.4%)
    dispinfos 11/0 1936/0 ( 0.0%)
    disp_verts 2971/0 59420/0 ( 0.0%)
    disp_tris 5248/0 10496/0 ( 0.0%)
    disp_lmsamples 8243/0 8243/0 ( 0.0%)
    faces 7831/65536 438536/3670016 (11.9%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 4463/65536 249928/3670016 ( 6.8%)
    leaves 3938/65536 126016/2097152 ( 6.0%)
    leaffaces 9974/65536 19948/131072 (15.2%)
    leafbrushes 3424/65536 6848/131072 ( 5.2%)
    areas 4/256 32/2048 ( 1.6%)
    surfedges 56678/512000 226712/2048000 (11.1%)
    edges 33760/256000 135040/1024000 (13.2%)
    LDR worldlights 79/8192 6952/720896 ( 1.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 979/32768 9790/327680 ( 3.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 16617/65536 33234/131072 (25.4%)
    cubemapsamples 4/1024 64/16384 ( 0.4%)
    overlays 41/512 14432/180224 ( 8.0%)
    LDR lightdata [variable] 8502648/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 495666/16777216 ( 3.0%)
    entdata [variable] 45644/393216 (11.6%)
    LDR ambient table 3938/65536 15752/262144 ( 6.0%)
    HDR ambient table 3938/65536 15752/262144 ( 6.0%)
    LDR leaf ambient 20539/65536 575092/1835008 (31.3%)
    HDR leaf ambient 3938/65536 110264/1835008 ( 6.0%)
    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] 1/29052 ( 0.0%)
    pakfile [variable] 3689/0 ( 0.0%)
    physics [variable] 488169/4194304 (11.6%)
    physics terrain [variable] 5577/1048576 ( 0.5%)

    Level flags = 0

    Total triangle count: 23237
    Writing c:\program files\steam\steamapps\ukandyl17\sourcesdk_content\tf\mapsrc\cp_defcon_b3b.bsp
    2 minutes, 5 seconds elapsed


    ** Executing...
    ** Command: Copy File
     
  6. Altaco

    Altaco L7: Fancy Member

    Messages:
    485
    Positive Ratings:
    121
    I had something like this once, it seems like it's just an error with vvis, try adding a hint or two and recompiling (or removing hints if you have any around there).
     
  7. [FT] Andy

    [FT] Andy L1: Registered

    Messages:
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    0
    I've managed to fix it. It was to do with the brush that i had used the vertex tool on, the one that goes across the entrance and slopes down a bit.

    Thanks everyone for all the quick responses to :)
     
  8. Altaco

    Altaco L7: Fancy Member

    Messages:
    485
    Positive Ratings:
    121
    Ah, that would make sense. An invalid brush could screw up vvis. Typically it's good to run the problem checker (alt+p) before compiling.