render error

PyraXx | #updatetf2

L1: Registered
Jun 6, 2024
29
5
how this even happened?
1736392947192.jpeg

1736392960289.jpeg

1736392976582.jpeg

1736392987266.jpeg
 

PyraXx | #updatetf2

L1: Registered
Jun 6, 2024
29
5
Most likely broken areaportals. Send me your compile log

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Running command:

cd "X:\SteamLibrary\steamapps\common\Team Fortress 2\bin\x64"
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←[0m
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Running command:

"X:\SteamLibrary\steamapps\common\Team Fortress 2\bin\x64\vbsp.exe" -game "X:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "X:\SteamLibrary\steamapps\common\Team Fortress 2\bin\x64\hammerplusplus\maps\koth_2fort.vmf"
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←[0mValve Software - vbsp.exe (Oct 22 2024)
8 threads
Using shader api: shaderapiempty.dll
materialPath: X:\SteamLibrary\steamapps\common\Team Fortress 2\tf\materials
Loading X:\SteamLibrary\steamapps\common\Team Fortress 2\bin\x64\hammerplusplus\maps\koth_2fort.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/koth_2fort/nature/blendgroundtogravel001_wvt_patch
Patching WVT material: maps/koth_2fort/nature/blendgroundtograss003_nodetail_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...Wrote X:\SteamLibrary\steamapps\common\Team Fortress 2\bin\x64\hammerplusplus\maps\koth_2fort.lin
Areaportal leak ! File: X:\SteamLibrary\steamapps\common\Team Fortress 2\bin\x64\hammerplusplus\maps\koth_2fort.lin
Brush 26411: areaportal brush doesn't touch two areas

Brush 26411: areaportal brush doesn't touch two areas

Brush 26411: areaportal brush doesn't touch two areas

Brush 26411: areaportal brush doesn't touch two areas

Brush 26404: areaportal brush doesn't touch two areas

Brush 26418: areaportal brush doesn't touch two areas

Brush 26404: areaportal brush doesn't touch two areas

Brush 27713: areaportal brush doesn't touch two areas
done (0)
Building Faces...done (1)
Occluder "occluder_red_front1" straddles multiple areas. This is invalid!
Occluder "occluder_red_front1" straddles multiple areas. This is invalid!
Occluder "occluder_red_front1" straddles multiple areas. This is invalid!
Occluder "occluder_red_front4" straddles multiple areas. This is invalid!
Occluder "occluder_red_front4" straddles multiple areas. This is invalid!
Occluder "occluder_blue_front1b" straddles multiple areas. This is invalid!
Occluder "occluder_blue_front1b" straddles multiple areas. This is invalid!
Occluder "occluder_blue_front1b" straddles multiple areas. This is invalid!
Occluder "occluder_blue_front1b" straddles multiple areas. This is invalid!
Occluder "occluder_blue_front1b" straddles multiple areas. This is invalid!
Occluder "occluder_blue_front1b" straddles multiple areas. This is invalid!
Occluder "occluder_blue_front1b" straddles multiple areas. This is invalid!
Occluder "occluder_blue_front1b" straddles multiple areas. This is invalid!
Occluder "occluder_blue_front1b" straddles multiple areas. This is invalid!
Occluder "occluder_blue_front1b" straddles multiple areas. This is invalid!
Occluder "occluder_blue_front1b" straddles multiple areas. This is invalid!
Occluder "occluder_blue_front1b" straddles multiple areas. This is invalid!
Occluder "occluder_blue_front1b" straddles multiple areas. This is invalid!
Occluder "occluder_blue_front1b" straddles multiple areas. This is invalid!
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1294 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (3)
writing X:\SteamLibrary\steamapps\common\Team Fortress 2\bin\x64\hammerplusplus\maps\koth_2fort.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (1) (4419580 bytes)
Static prop models/props_2fort/blue_window001_glass.mdl outside the map (0.00, -836.00, 328.00)
0.130485 -0.022887 0.000000
-0.348282 -0.006133 0.000000
-0.348282 -0.006133 0.000000
-0.361837 -0.022887 0.000000
make_triangles:calc_triangle_representation: Cannot convert
0.130485 -0.022887 0.000000
-0.348282 -0.006133 0.000000
-0.348282 -0.006133 0.000000
-0.361837 -0.022887 0.000000
make_triangles:calc_triangle_representation: Cannot convert
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 7489 texinfos to 5612
Reduced 340 texdatas to 301 (12043 bytes to 10187)
Writing X:\SteamLibrary\steamapps\common\Team Fortress 2\bin\x64\hammerplusplus\maps\koth_2fort.bsp
Wrote ZIP buffer, estimated size 73782, actual size 53200
24 seconds elapsed

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Running command:

cd "X:\SteamLibrary\steamapps\common\Team Fortress 2\bin\x64"
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←[0m
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Running command:

"X:\SteamLibrary\steamapps\common\Team Fortress 2\bin\x64\vvis.exe" -game "X:\SteamLibrary\steamapps\common\Team Fortress 2\tf" -fast "X:\SteamLibrary\steamapps\common\Team Fortress 2\bin\x64\hammerplusplus\maps\koth_2fort"
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←[0mValve Software - vvis.exe (Oct 22 2024)
fastvis = true
8 threads
reading x:\steamlibrary\steamapps\common\team fortress 2\bin\x64\hammerplusplus\maps\koth_2fort.bsp
reading x:\steamlibrary\steamapps\common\team fortress 2\bin\x64\hammerplusplus\maps\koth_2fort.prt
5466 portalclusters
16159 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (4)
Optimized: 979668 visible clusters (16.20%)
Total clusters visible: 6045608
Average clusters visible: 1106
Building PAS...
Average clusters audible: 3206
visdatasize:4848242 compressed from 7521216
writing x:\steamlibrary\steamapps\common\team fortress 2\bin\x64\hammerplusplus\maps\koth_2fort.bsp
5 seconds elapsed

-------------------------------------------------------------------------------
Running command:

cd "X:\SteamLibrary\steamapps\common\Team Fortress 2\bin\x64"
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←[0m
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Running command:

"X:\SteamLibrary\steamapps\common\Team Fortress 2\bin\x64\vrad.exe" -game "X:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "X:\SteamLibrary\steamapps\common\Team Fortress 2\bin\x64\hammerplusplus\maps\koth_2fort"
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←[0mValve Software - vrad.exe SSE (Oct 22 2024)

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

Loading x:\steamlibrary\steamapps\common\team fortress 2\bin\x64\hammerplusplus\maps\koth_2fort.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure... Done (2.97 seconds)
21591 faces
21 degenerate faces
5372175 square feet [773593216.00 square inches]
234 Displacements
171314 Square Feet [24669354.00 Square Inches]
21570 patches before subdivision
351288 patches after subdivision
sun extent from map=0.008727
1726 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (44)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (25)
transfers 28545435, max 879
transfer lists: 217.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(1333199, 1061846, 862390)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(356585, 256348, 188558)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(125840, 85607, 58635)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(50817, 32359, 20285)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(22863, 13685, 7883)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(10827, 5995, 3138)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(5328, 2721, 1294)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(2676, 1251, 538)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1364, 582, 226)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(701, 272, 96)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(363, 128, 41)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(189, 60, 17)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(99, 29, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(52, 14, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #15 added RGB(27, 6, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(14, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(8, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(4, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #21 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1376 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
1177 of 1439 (81% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (48)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 145/1024 6960/49152 (14.2%)
brushes 5519/8192 66228/98304 (67.4%)
brushsides 39115/65536 312920/524288 (59.7%)
planes 15784/65536 315680/1310720 (24.1%)
vertexes 37327/65536 447924/786432 (57.0%)
nodes 12504/65536 400128/2097152 (19.1%)
texinfos 5612/12288 404064/884736 (45.7%)
texdata 301/2048 9632/65536 (14.7%)
dispinfos 234/0 41184/0 ( 0.0%)
disp_verts 13818/0 276360/0 ( 0.0%)
disp_tris 21312/0 42624/0 ( 0.0%)
disp_lmsamples 528095/0 528095/0 ( 0.0%)
faces 21591/65536 1209096/3670016 (32.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 13581/65536 760536/3670016 (20.7%)
leaves 12650/65536 404800/2097152 (19.3%)
leaffaces 27470/65536 54940/131072 (41.9%)
leafbrushes 15098/65536 30196/131072 (23.0%)
areas 22/256 176/2048 ( 8.6%)
surfedges 159421/512000 637684/2048000 (31.1%)
edges 97237/256000 388948/1024000 (38.0%)
LDR worldlights 1726/8192 151888/720896 (21.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 13/32768 156/393216 ( 0.0%)
waterstrips 2606/32768 26060/327680 ( 8.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 46185/65536 92370/131072 (70.5%)
cubemapsamples 87/1024 1392/16384 ( 8.5%)
overlays 249/512 87648/180224 (48.6%)
LDR lightdata [variable] 12206536/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 4848242/16777216 (28.9%)
entdata [variable] 316942/393216 (80.6%) VERY FULL!
LDR ambient table 12650/65536 50600/262144 (19.3%)
HDR ambient table 12650/65536 50600/262144 (19.3%)
LDR leaf ambient 61690/65536 1727320/1835008 (94.1%) VERY FULL!
HDR leaf ambient 12650/65536 354200/1835008 (19.3%)
occluders 13/0 520/0 ( 0.0%)
occluder polygons 39/0 468/0 ( 0.0%)
occluder vert ind 174/0 696/0 ( 0.0%)
detail props [variable] 1/86756 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/209430 ( 0.0%)
pakfile [variable] 53200/0 ( 0.0%)
physics [variable] 4419580/4194304 (105.4%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 62092
Writing x:\steamlibrary\steamapps\common\team fortress 2\bin\x64\hammerplusplus\maps\koth_2fort.bsp
2 minutes, 16 seconds elapsed

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Running command:

copy "X:\SteamLibrary\steamapps\common\Team Fortress 2\bin\x64\hammerplusplus\maps\koth_2fort.bsp" "X:\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps\koth_2fort.bsp"
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7 command(s) finished in 2 minutes, 52 seconds
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Press a key to close.
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dabmasterars

L6: Sharp Member
Mar 20, 2023
281
46
Processing areas...Wrote X:\SteamLibrary\steamapps\common\Team Fortress 2\bin\x64\hammerplusplus\maps\koth_2fort.lin
Areaportal leak ! File: X:\SteamLibrary\steamapps\common\Team Fortress 2\bin\x64\hammerplusplus\maps\koth_2fort.lin
Areaportal leak, just as i thought. If you can draw a line from one side of the areaportal to the other without crossing world brushes or other areaportals, then the map won't compile.
areaportal_leak_demonstration.png

To fix this, press "Map" in the top bar, then press "Load Point File". Hammer will show you where the areaportal leaks. Fix the leak by putting either a world brush or another areaportal.

More info
 

PyraXx | #updatetf2

L1: Registered
Jun 6, 2024
29
5
Areaportal leak, just as i thought. If you can draw a line from one side of the areaportal to the other without crossing world brushes or other areaportals, then the map won't compile.
areaportal_leak_demonstration.png

To fix this, press "Map" in the top bar, then press "Load Point File". Hammer will show you where the areaportal leaks. Fix the leak by putting either a world brush or another areaportal.

More info

i just a big ass portal and didnt got me a portal leak but OH MY GOD

1736528822634.jpeg

Half the map is underwater for some reason????????????????????
1736528857497.jpeg

1736528874369.jpeg

and now it got worse


Edit:
1736528954845.jpeg

how this is possible??????? i can see a portal, but i cant go through???????????????????????????????
i think 2fort is held together by plastic tape
 

dabmasterars

L6: Sharp Member
Mar 20, 2023
281
46
the map bugs are unknown to me, but some of them are probably because you placed a "big ass portal" instead of actually trying to fix the leaks. at that point it might be better to just remove areaportals temporarily.

as for the solid areaportals, you forgot to convert the brushes to func_areaportal.

the entire game is held together by a plastic tape, not just 2fort.