Rendering Brushes That Aren't There

Discussion in 'Mapping Questions & Discussion' started by Stormcaller3801, Oct 25, 2009.

  1. Stormcaller3801

    Stormcaller3801 L5: Dapper Member

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    I'm trying to do something roughly fitting for RED in my Shenanigans map's Ranged Battle area, and in the process of seeing how it all looked in game, I found this problem:

    [​IMG]

    The dormers have had their roofs clipped so this shouldn't be happening- but it is. And as you can see in Hammer, there's nothing there.

    Any idea why this would be happening? It doesn't appear to extend to the actual roof, which I've done the same way.

    (ignore that floating brick in the sky- that's just reference materials from working on the building)

    Incidentally, that diagonal that's extending over the dormer in the top view (upper right in Hammer) is part of the roof itself, not part of the dormer).
     
  2. Owlruler

    Owlruler L12: Fabulous Member

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    I do believe that you have got yourself a corrupt brush me'boy. Post the compile log here and we may be able to help find it.
     
  3. Stormcaller3801

    Stormcaller3801 L5: Dapper Member

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    ** Executing...
    ** Command: "c:\program files\steam\steamapps\stormcaller3801\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\stormcaller3801\team fortress 2\tf" "C:\Documents and Settings\Joshua\My Documents\Shenanigans_A2"

    Valve Software - vbsp.exe (May 19 2009)
    2 threads
    materialPath: c:\program files\steam\steamapps\stormcaller3801\team fortress 2\tf\materials
    Loading C:\Documents and Settings\Joshua\My Documents\Shenanigans_A2.vmf
    Patching WVT material: maps/shenanigans_a2/dev/dev_blendmeasure_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    **** leaked ****
    Entity env_sun (-544.00 384.00 305.01) leaked!

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3584.0 11264.0 2704.0)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0 10752.0 2704.0)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0 9728.0 2704.0)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0 8704.0 2704.0)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0 11264.0 2704.0)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1280.0 10240.0 312.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1544.0 10240.0 696.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1800.0 10240.0 696.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:

    *** Suppressing further FindPortalSide errors.... ***
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_morningsnow_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_morningsnow_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) (258184 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 565 texinfos to 340
    Reduced 21 texdatas to 20 (501 bytes to 480)
    Writing C:\Documents and Settings\Joshua\My Documents\Shenanigans_A2.bsp
    3 seconds elapsed

    ** Executing...
    ** Command: "c:\program files\steam\steamapps\stormcaller3801\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\stormcaller3801\team fortress 2\tf" "C:\Documents and Settings\Joshua\My Documents\Shenanigans_A2"

    Valve Software - vvis.exe (May 19 2009)
    2 threads
    reading c:\documents and settings\joshua\my documents\Shenanigans_A2.bsp
    reading c:\documents and settings\joshua\my documents\Shenanigans_A2.prt
    LoadPortals: couldn't read c:\documents and settings\joshua\my documents\Shenanigans_A2.prt


    ** Executing...
    ** Command: "c:\program files\steam\steamapps\stormcaller3801\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\stormcaller3801\team fortress 2\tf" "C:\Documents and Settings\Joshua\My Documents\Shenanigans_A2"

    Valve Software - vrad.exe SSE (May 19 2009)

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

    Loading c:\documents and settings\joshua\my documents\Shenanigans_A2.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.78 seconds)
    4616 faces
    2 degenerate faces
    4311019 square feet [620786752.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    sun extent from map=0.000000
    112 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (62)
    Build Patch/Sample Hash Table(s).....Done<0.0784 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
    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 74/1024 3552/49152 ( 7.2%)
    brushes 709/8192 8508/98304 ( 8.7%)
    brushsides 4510/65536 36080/524288 ( 6.9%)
    planes 1602/65536 32040/1310720 ( 2.4%)
    vertexes 6654/65536 79848/786432 (10.2%)
    nodes 3020/65536 96640/2097152 ( 4.6%)
    texinfos 340/12288 24480/884736 ( 2.8%)
    texdata 20/2048 640/65536 ( 1.0%)
    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 4616/65536 258496/3670016 ( 7.0%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 2523/65536 141288/3670016 ( 3.8%)
    leaves 3095/65536 99040/2097152 ( 4.7%)
    leaffaces 5015/65536 10030/131072 ( 7.7%)
    leafbrushes 1384/65536 2768/131072 ( 2.1%)
    areas 4/256 32/2048 ( 1.6%)
    surfedges 31669/512000 126676/2048000 ( 6.2%)
    edges 17336/256000 69344/1024000 ( 6.8%)
    LDR worldlights 112/8192 9856/720896 ( 1.4%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 353/32768 3530/327680 ( 1.1%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 5145/65536 10290/131072 ( 7.9%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 3633232/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 116020/393216 (29.5%)
    LDR ambient table 3095/65536 12380/262144 ( 4.7%)
    HDR ambient table 3095/65536 12380/262144 ( 4.7%)
    LDR leaf ambient 19712/65536 551936/1835008 (30.1%)
    HDR leaf ambient 3095/65536 86660/1835008 ( 4.7%)
    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] 1/10676 ( 0.0%)
    pakfile [variable] 399/0 ( 0.0%)
    physics [variable] 258184/4194304 ( 6.2%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 12378
    Writing c:\documents and settings\joshua\my documents\Shenanigans_A2.bsp
    1 minute, 34 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Documents and Settings\Joshua\My Documents\Shenanigans_A2.bsp" "c:\program files\steam\steamapps\stormcaller3801\team fortress 2\tf\maps\Shenanigans_A2.bsp"
     
  4. Engineer

    aa Engineer

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    You sir, have a leak.
    And theres another error, but i don't know what causes it :(
     
  5. Stormcaller3801

    Stormcaller3801 L5: Dapper Member

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    Wasn't a leak really- just had my env_sun sticking out of the roof. There was no in-game effect. But I fixed it anyways.
     
  6. Darth Cyrax

    Darth Cyrax L2: Junior Member

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    Do you have a 3d skybox?
     
  7. Lancey

    aa Lancey Currently On: ?????

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    Repost the compile log after you fixed the leak.
     
  8. Altaco

    Altaco L7: Fancy Member

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    or just hit alt+p in hammer.
     
  9. Stormcaller3801

    Stormcaller3801 L5: Dapper Member

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    No need; after Owlruler's comment about corrupted brushes I replaced the two most likely culprits and the problem disappeared.