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ramdom texture error :(

Discussion in 'Mapping Questions & Discussion' started by communic, Feb 3, 2009.

  1. communic

    communic L1: Registered

    Messages:
    40
    Positive Ratings:
    2
    Hey!@!

    I am working on a duel map blah blah blah xD, Everything was working fine till one time i compiled the map to test teleporters. Suddenly a tiny part of a wall appeared mat black. Ive tried re-texturing and it still shows as black :( It worked fine before i added the teleporters and i have tried removing the teleporters but that did't work :(


    ps. If anyone knows how to get the effects working with the teleporter model so it looks like a real teleporter that would be great :)


    NOTE I am not using model textures.

    [​IMG]

    Compile Log

    materialPath: c:\program files (x86)\steam\steamapps\communic_communic\team fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\steamapps\communic_communic\sourcesdk_content\tf\mapsrc\duel_pit_a1.vmf
    Patching WVT material: maps/duel_pit_a1/nature/blendgroundtograss001b_wvt_patch
    fixing up env_cubemap materials on brush sides...
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing 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\communic_communic\sourcesdk_content\tf\mapsrc\duel_pit_a1.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_night_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_night_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_night_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) (107951 bytes)
    Error loading studio model ""!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 412 texinfos to 282
    Reduced 26 texdatas to 22 (689 bytes to 547)
    Writing C:\Program Files (x86)\Steam\steamapps\communic_communic\sourcesdk_content\tf\mapsrc\duel_pit_a1.bsp
    6 seconds elapsed



    2 threads
    reading c:\program files (x86)\steam\steamapps\communic_communic\sourcesdk_content\tf\mapsrc\duel_pit_a1.bsp
    reading c:\program files (x86)\steam\steamapps\communic_communic\sourcesdk_content\tf\mapsrc\duel_pit_a1.prt
    557 portalclusters
    1875 numportals
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 107 visible clusters (0.00%)
    Total clusters visible: 116408
    Average clusters visible: 208
    Building PAS...
    Average clusters audible: 539
    visdatasize:76663 compressed from 80208
    writing c:\program files (x86)\steam\steamapps\communic_communic\sourcesdk_content\tf\mapsrc\duel_pit_a1.bsp
    38 seconds elapsed



    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']

    Loading c:\program files (x86)\steam\steamapps\communic_communic\sourcesdk_content\tf\mapsrc\duel_pit_a1.bsp
    1748 faces
    441261 square feet [63541704.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    1748 patches before subdivision
    24626 patches after subdivision
    16 direct lights
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 5135125, max 900
    transfer lists: 39.2 megs
    0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(19444, 13050, 8579)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(5063, 2435, 1316)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(1738, 692, 306)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(615, 206, 74)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(241, 67, 19)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(98, 22, 5)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(41, 8, 1)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(18, 3, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(8, 1, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(3, 0, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(1, 0, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0266 sec>
    0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 18/1024 864/49152 ( 1.8%)
    brushes 286/8192 3432/98304 ( 3.5%)
    brushsides 2216/65536 17728/524288 ( 3.4%)
    planes 1242/65536 24840/1310720 ( 1.9%)
    vertexes 3135/65536 37620/786432 ( 4.8%)
    nodes 1244/65536 39808/2097152 ( 1.9%)
    texinfos 282/12288 20304/884736 ( 2.3%)
    texdata 22/2048 704/65536 ( 1.1%)
    dispinfos 0/0 0/0 ( 0.0%)
    disp_verts 0/0 0/0 ( 0.0%)
    disp_tris 0/0 0/0 ( 0.0%)
    disp_lmsamples 0/0 0/0 ( 0.0%)
    faces 1748/65536 97888/3670016 ( 2.7%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 795/65536 44520/3670016 ( 1.2%)
    leaves 1263/65536 40416/2097152 ( 1.9%)
    leaffaces 2081/65536 4162/131072 ( 3.2%)
    leafbrushes 970/65536 1940/131072 ( 1.5%)
    areas 4/256 32/2048 ( 1.6%)
    surfedges 11889/512000 47556/2048000 ( 2.3%)
    edges 6773/256000 27092/1024000 ( 2.6%)
    LDR worldlights 16/8192 1408/720896 ( 0.2%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 1/32768 12/393216 ( 0.0%)
    waterstrips 287/32768 2870/327680 ( 0.9%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 4611/65536 9222/131072 ( 7.0%)
    cubemapsamples 1/1024 16/16384 ( 0.1%)
    overlays 2/512 704/180224 ( 0.4%)
    LDR lightdata [variable] 811788/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 76663/16777216 ( 0.5%)
    entdata [variable] 17302/393216 ( 4.4%)
    LDR ambient table 1263/65536 5052/262144 ( 1.9%)
    HDR ambient table 1263/65536 5052/262144 ( 1.9%)
    LDR leaf ambient 5387/65536 150836/1835008 ( 8.2%)
    HDR leaf ambient 1263/65536 35364/1835008 ( 1.9%)
    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] 1/6112 ( 0.0%)
    pakfile [variable] 1241/0 ( 0.0%)
    physics [variable] 107951/4194304 ( 2.6%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 5200
    Writing c:\program files (x86)\steam\steamapps\communic_communic\sourcesdk_content\tf\mapsrc\duel_pit_a1.bsp
    53 seconds elapsed
     
    Last edited: Feb 4, 2009
  2. jpr

    aa jpr

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    Don't use model textures
     
  3. communic

    communic L1: Registered

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    I am not.
     
  4. Beetle

    Beetle L9: Fashionable Member

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    Could u take some screens ?
     
  5. AWESOME-O

    AWESOME-O L10: Glamorous Member

    Messages:
    782
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    67
    have you checked for leaks?
     
  6. communic

    communic L1: Registered

    Messages:
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    2
    No leaks

    and i have added a screenshot
     
  7. Icarus

    aa Icarus

    Messages:
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    1,182
    remake the brush

    probably a zero area child patch or whatever it's called

    if that still doesn't work post your compile log.
     
  8. communic

    communic L1: Registered

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    Positive Ratings:
    2
    Posted the compile logg
     
  9. communic

    communic L1: Registered

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    Bump, Because i really need help.
     
  10. Lamech

    Lamech L1: Registered

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    8
    It's possible it is a zero area child patch like Icarus said, but I do not see one in your compile log... But I do not think you included that.

    I am looking into that atm due to the fact I have a similar problem. Instead of a black texture, the brush is reforming itself.

    Can you include the following part?

    6016 patches before subdivision
    zero area child patch
    zero area child patch
    zero area child patch

    81978 patches after subdivision
    0 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (63)

    If you have any of those that should be your problem. As you can see I have 3 and I am currently looking for them.