Room doesn't exist in the BSP

Discussion in 'Mapping Questions & Discussion' started by 【EmNudge】, Sep 26, 2016.

  1. 【EmNudge】

    【EmNudge】 L4: Comfortable Member

    Messages:
    182
    Positive Ratings:
    37
    there were virtually no errors when compiling the vmf, although the room I created does not exist.

    The room is an easter egg I created that players can get to after pressing a series of buttons. They are teleported after walking through a certain trigger_teleport brush to the room.
    Once in the room you are unable to move, surrounded in darkness, as if in the void.
    Noclipping around the map, you cannot find the room I placed.

    [​IMG]
    The room places you a cart, not letting you leave unless you rejoin the server.
    The trigger-teleport over there brings you right back to the info_teleport_destination


    Any suggestions?

    (and yes, it works independently, just for some reason not in my map. One bug was that when copying it over from the VMF file I made it in to the rest of my map, none of the brushes were entities and I had to make them entities again.)
     
  2. Freyja

    aa Freyja ¯\_(ツ)_/¯

    Messages:
    2,869
    Positive Ratings:
    4,896
    you probably have a vbsp error preventing the compile from working properly. Check your compile log
     
  3. radarhead

    aa radarhead Hands out ratings like cheap cigars

    Messages:
    1,004
    Positive Ratings:
    543
    The walls aren't entities, are they?
     
  4. 【EmNudge】

    【EmNudge】 L4: Comfortable Member

    Messages:
    182
    Positive Ratings:
    37
    heavens no. Any object that originally was an entity was changed to a world brush. My surrounding walls are standard skyboxes and the floor is a nodraw beneath some displacements.

    This worked perfectly independently.
     
    • Thanks Thanks x 1
  5. 【EmNudge】

    【EmNudge】 L4: Comfortable Member

    Messages:
    182
    Positive Ratings:
    37
    I do have a vbsp error. It was from before and hadn't seemed to affect anything.
    The coordinates lead to this:[​IMG]
    and I haven't succeeded in fixing it. Don't really know what the problem is.

    The thing is, this is halfway across the map. I added in that room from before and it just doesn't exist in the map and I don't see how this VBSP error would complicate things. I also don't know how to fix it.
     
  6. Idolon

    aa Idolon the worst admin

    Messages:
    1,550
    Positive Ratings:
    4,445
    If you have an existing .bsp and VBSP fails, the compile will continue by using the .bsp from your previous compile (which would result in new stuff in the map not showing up). You should post your compile log so we can see what errors you're getting specifically.
     
  7. 【EmNudge】

    【EmNudge】 L4: Comfortable Member

    Messages:
    182
    Positive Ratings:
    37
    I know, but the thing is that the teleport entity exists. It's just the room that doesn't exist. I also get stuck in it, which is odd.
    Since I added the teleport entity after the room, the bsp must have updated.

    Well, anyway, here is the log:
    Code:
    
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\maps_dev\trade_plaza_sg_a5\trade_plaza_sg_a5_t4.vmf"
    
    Valve Software - vbsp.exe (Sep 19 2016)
    8 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\materials
    Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\maps_dev\trade_plaza_sg_a5\trade_plaza_sg_a5_t4.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/trade_plaza_sg_a5_t4/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/trade_plaza_sg_a5_t4/jungle/blendgroundtograss_jungle_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3592.0 -4248.0 -700.0)
    Leaf 0 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT 
    Leaf 1 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW 
    Candidate brush IDs: Brush 352049: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1544.0 -4096.0 -702.0)
    Leaf 0 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT 
    Leaf 1 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW 
    Candidate brush IDs: Brush 352055: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1544.0 -4248.0 -700.0)
    Leaf 0 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT 
    Leaf 1 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW 
    Candidate brush IDs: Brush 352055: 
    
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3592.0 -4248.0 -700.0)
    Leaf 0 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT 
    Leaf 1 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW 
    Candidate brush IDs: Brush 352049: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1544.0 -4096.0 -702.0)
    Leaf 0 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT 
    Leaf 1 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW 
    Candidate brush IDs: Brush 352055: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1544.0 -4248.0 -700.0)
    Leaf 0 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT 
    Leaf 1 contents: CONTENTS_GRATE CONTENTS_TRANSLUCENT 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_WINDOW 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_WINDOW 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_WINDOW 
    Candidate brush IDs: Brush 352055: 
    
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 386 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\maps_dev\trade_plaza_sg_a5\trade_plaza_sg_a5_t4.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_forest_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_forest_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_forest_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_forest_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) (728774 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 3994 texinfos to 2083
    Reduced 97 texdatas to 76 (3081 bytes to 2212)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\maps_dev\trade_plaza_sg_a5\trade_plaza_sg_a5_t4.bsp
    Wrote ZIP buffer, estimated size 10102, actual size 7610
    11 seconds elapsed
    
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev" -fast "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\maps_dev\trade_plaza_sg_a5\trade_plaza_sg_a5_t4"
    
    Valve Software - vvis.exe (Sep 19 2016)
    fastvis = true
    8 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf_dev\maps_dev\trade_plaza_sg_a5\trade_plaza_sg_a5_t4.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf_dev\maps_dev\trade_plaza_sg_a5\trade_plaza_sg_a5_t4.prt
    1027 portalclusters
    2936 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 13394 visible clusters (3.74%)
    Total clusters visible: 358418
    Average clusters visible: 348
    Building PAS...
    Average clusters audible: 408
    visdatasize:145312  compressed from 279344
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf_dev\maps_dev\trade_plaza_sg_a5\trade_plaza_sg_a5_t4.bsp
    0 seconds elapsed
    
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev" -noextra "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\maps_dev\trade_plaza_sg_a5\trade_plaza_sg_a5_t4"
    
    Valve Software - vrad.exe SSE (Sep 19 2016)
    
          Valve Radiosity Simulator    
    8 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights
    
    [56 texlights parsed from 'lights.rad']
    
    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf_dev\maps_dev\trade_plaza_sg_a5\trade_plaza_sg_a5_t4.bsp
    Setting up ray-trace acceleration structure... Done (1.87 seconds)
    9085 faces
    3 degenerate faces
    4085588 square feet [588324736.00 square inches]
    21 Displacements
    150144 Square Feet [21620866.00 Square Inches]
    9082 patches before subdivision
    216296 patches after subdivision
    sun extent from map=0.000000
    sun extent from map=0.000000
    231 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (33)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (57)
    transfers 46860438, max 1173
    transfer lists: 357.5 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #1 added RGB(1773554, 1451822, 1275452)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #2 added RGB(564627, 399745, 324160)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #3 added RGB(196846, 125399, 95433)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #4 added RGB(69582, 39968, 28367)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #5 added RGB(25330, 13429, 8985)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #6 added RGB(9276, 4533, 2846)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #7 added RGB(3448, 1577, 937)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #8 added RGB(1287, 549, 308)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #9 added RGB(485, 196, 104)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #10 added RGB(184, 70, 35)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #11 added RGB(70, 25, 12)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #12 added RGB(27, 9, 4)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #13 added RGB(10, 3, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #14 added RGB(4, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #15 added RGB(2, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #16 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0871 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (18)
    FinalLightFace Done
    Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (5)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
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    brushes               2121/8192        25452/98304    (25.9%) 
    brushsides           15239/65536      121912/524288   (23.3%) 
    planes                7348/65536      146960/1310720  (11.2%) 
    vertexes             13873/65536      166476/786432   (21.2%) 
    nodes                 3711/65536      118752/2097152  ( 5.7%) 
    texinfos              2083/12288      149976/884736   (17.0%) 
    texdata                 76/2048         2432/65536    ( 3.7%) 
    dispinfos               21/0            3696/0        ( 0.0%) 
    disp_verts            1701/0           34020/0        ( 0.0%) 
    disp_tris             2688/0            5376/0        ( 0.0%) 
    disp_lmsamples      356096/0          356096/0        ( 0.0%) 
    faces                 9085/65536      508760/3670016  (13.9%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces             5612/65536      314272/3670016  ( 8.6%) 
    leaves                3877/65536      124064/2097152  ( 5.9%) 
    leaffaces            11753/65536       23506/131072   (17.9%) 
    leafbrushes           4121/65536        8242/131072   ( 6.3%) 
    areas                    8/256            64/2048     ( 3.1%) 
    surfedges            64013/512000     256052/2048000  (12.5%) 
    edges                38947/256000     155788/1024000  (15.2%) 
    LDR worldlights        230/8192        20240/720896   ( 2.8%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
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    waterstrips            703/32768        7030/327680   ( 2.1%) 
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    overlays                 9/512          3168/180224   ( 1.8%) 
    LDR lightdata         [variable]     6936748/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]      145312/16777216 ( 0.9%) 
    entdata               [variable]      219403/393216   (55.8%) 
    LDR ambient table     3877/65536       15508/262144   ( 5.9%) 
    HDR ambient table     3877/65536       15508/262144   ( 5.9%) 
    LDR leaf ambient     20726/65536      580328/1835008  (31.6%) 
    HDR leaf ambient      3877/65536      108556/1835008  ( 5.9%) 
    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]           1/1405036  ( 0.0%) 
    dtl prp lght          [variable]           1/4        (25.0%) 
    HDR dtl prp lght      [variable]           1/4        (25.0%) 
    static props          [variable]           1/19066    ( 0.0%) 
    pakfile               [variable]        7610/0        ( 0.0%) 
    physics               [variable]      728774/4194304  (17.4%) 
    physics terrain       [variable]        5637/1048576  ( 0.5%) 
    
    Level flags = 0
    
    Total triangle count: 23387
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf_dev\maps_dev\trade_plaza_sg_a5\trade_plaza_sg_a5_t4.bsp
    2 minutes, 10 seconds elapsed
    Valve Software - vrad.exe SSE (Sep 19 2016)
    
          Valve Radiosity Simulator    
    8 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights
    
    [56 texlights parsed from 'lights.rad']
    
    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf_dev\maps_dev\trade_plaza_sg_a5\trade_plaza_sg_a5_t4.bsp
    Setting up ray-trace acceleration structure... Done (1.89 seconds)
    9085 faces
    3 degenerate faces
    4085588 square feet [588324736.00 square inches]
    21 Displacements
    150144 Square Feet [21620866.00 Square Inches]
    9082 patches before subdivision
    216296 patches after subdivision
    sun extent from map=0.000000
    sun extent from map=0.000000
    231 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (33)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (59)
    transfers 46860438, max 1173
    transfer lists: 357.5 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #1 added RGB(1773554, 1451822, 1275452)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #2 added RGB(564627, 399745, 324160)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #3 added RGB(196846, 125399, 95433)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #4 added RGB(69582, 39968, 28367)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #5 added RGB(25330, 13429, 8985)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #6 added RGB(9276, 4533, 2846)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #7 added RGB(3448, 1577, 937)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #8 added RGB(1287, 549, 308)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #9 added RGB(485, 196, 104)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #10 added RGB(184, 70, 35)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #11 added RGB(70, 25, 12)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #12 added RGB(27, 9, 4)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #13 added RGB(10, 3, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #14 added RGB(4, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #15 added RGB(2, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #16 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0860 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (19)
    FinalLightFace Done
    Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (6)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                 165/1024         7920/49152    (16.1%) 
    brushes               2121/8192        25452/98304    (25.9%) 
    brushsides           15239/65536      121912/524288   (23.3%) 
    planes                7348/65536      146960/1310720  (11.2%) 
    vertexes             13873/65536      166476/786432   (21.2%) 
    nodes                 3711/65536      118752/2097152  ( 5.7%) 
    texinfos              2083/12288      149976/884736   (17.0%) 
    texdata                 76/2048         2432/65536    ( 3.7%) 
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    disp_verts            1701/0           34020/0        ( 0.0%) 
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    faces                 9085/65536      508760/3670016  (13.9%) 
    hdr faces             9085/65536      508760/3670016  (13.9%) 
    origfaces             5612/65536      314272/3670016  ( 8.6%) 
    leaves                3877/65536      124064/2097152  ( 5.9%) 
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    leafbrushes           4121/65536        8242/131072   ( 6.3%) 
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    surfedges            64013/512000     256052/2048000  (12.5%) 
    edges                38947/256000     155788/1024000  (15.2%) 
    LDR worldlights        230/8192        20240/720896   ( 2.8%) 
    HDR worldlights        230/8192        20240/720896   ( 2.8%) 
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    HDR leaf ambient     20726/65536      580328/1835008  (31.6%) 
    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]           1/1405036  ( 0.0%) 
    dtl prp lght          [variable]           1/4        (25.0%) 
    HDR dtl prp lght      [variable]           1/4        (25.0%) 
    static props          [variable]           1/19066    ( 0.0%) 
    pakfile               [variable]        7610/0        ( 0.0%) 
    physics               [variable]      728774/4194304  (17.4%) 
    physics terrain       [variable]        5637/1048576  ( 0.5%) 
    
    Level flags = 0
    
    Total triangle count: 23387
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf_dev\maps_dev\trade_plaza_sg_a5\trade_plaza_sg_a5_t4.bsp
    2 minutes, 13 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\maps_dev\trade_plaza_sg_a5\trade_plaza_sg_a5_t4.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\trade_plaza_sg_a5_t4.bsp"
    
     
  8. Freyja

    aa Freyja ¯\_(ツ)_/¯

    Messages:
    2,869
    Positive Ratings:
    4,896
    Apart from the leak it seems fine. Can you please post the vmf.

    (The room isn't made out of nodraw right?)
     
  9. 【EmNudge】

    【EmNudge】 L4: Comfortable Member

    Messages:
    182
    Positive Ratings:
    37
    awww, didn't want it to come to this, but sure.
    And as per the first screenshot of which I hope you saw, it is not made of nodraw.
    The map has 4 walls of skybox and one of nodraw.

    Again, it worked well independent from this map, it was just when I added it in to the full map it didn't work.
     

    Attached Files:

  10. Idolon

    aa Idolon the worst admin

    Messages:
    1,550
    Positive Ratings:
    4,445
    FindPortalSide errors are usually indicative of a leak, but they can occur otherwise when visleafs get complex/small enough that VBSP gives up (which can cause stuff to not render, I think? Not really sure), and I don't see a ***leaked*** in the log. Are those black bars surrounding the room func_detailed?
     
  11. 【EmNudge】

    【EmNudge】 L4: Comfortable Member

    Messages:
    182
    Positive Ratings:
    37
    They are.

    Again, the odd part was that the vbsp error existed before the room was put in. It also leads to an entirely different spot.
     
  12. GooGuGajoob

    GooGuGajoob L12: Pro-crastinator

    Messages:
    166
    Positive Ratings:
    97
    I recon you have that Radius mode on and it's cutting the room off. Have you got that selection that makes your camera view create a Red bubble that doesn't render anything that goes outside of it?
     
  13. 【EmNudge】

    【EmNudge】 L4: Comfortable Member

    Messages:
    182
    Positive Ratings:
    37
    It isn't the vmf that cuts off the room. I am referring to the compiled BSP. The room doesn't exist there.[​IMG]
    as for your question, I am not.

    that blue box there is the room.

    I may just end up recreating the room within the same vmf file from scratch. That should work.

    Although I would still like to know what i did wrong to cause VBSP to have problems.