[Solved] Map black - Vrad not liking something

Discussion in 'Mapping Questions & Discussion' started by Kill_the_Bug, Sep 19, 2019.

  1. Kill_the_Bug

    aa Kill_the_Bug

    Messages:
    1,694
    Positive Ratings:
    350
    Having an issue with map - vrad is acting wonky or something - there are lights but this is what I'm getting - compile log is in spoiler button - I'm seeing a couple of things in the log but don't know what they mean or how to fix - clicked alt+p and no messages there:

    -------------- Start Compile BSP ----------------
    VBSP Started, Please Wait!

    VBSP: c:\program files (x86)\steam\steamapps\common\Team Fortress 2\bin\vbsp.exe -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\John\Desktop\pl_antimatter_b1"

    Valve Software - vbsp.exe (Aug 2 2018)
    8 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\John\Desktop\pl_antimatter_b1.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/pl_antimatter_b1/moon/blendspacecraters_spacerock001_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 618 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing C:\Users\John\Desktop\pl_antimatter_b1.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...
    done (1) (1312290 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 14976 texinfos to 5402
    Reduced 369 texdatas to 336 (16787 bytes to 15555)
    Writing C:\Users\John\Desktop\pl_antimatter_b1.bsp
    Wrote ZIP buffer, estimated size 121603, actual size 88559
    20 seconds elapsed

    Compile Complete for this module.
    VBSP Completed: Thursday, September 19, 2019, 6:20:14 PM
    VBSP: Compile time: 20 seconds elapsed

    -------------- Start Compile VVIS ----------------
    VVIS Started, Please Wait!

    VVIS: c:\program files (x86)\steam\steamapps\common\Team Fortress 2\bin\vvis.exe -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\John\Desktop\pl_antimatter_b1"

    Valve Software - vvis.exe (Aug 2 2018)
    8 threads
    reading c:\users\john\desktop\pl_antimatter_b1.bsp
    reading c:\users\john\desktop\pl_antimatter_b1.prt
    1358 portalclusters
    3572 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (14)
    Optimized: 3636 visible clusters (1.36%)
    Total clusters visible: 267143
    Average clusters visible: 196
    Building PAS...
    Average clusters audible: 764
    visdatasize:295474 compressed from 478016
    writing c:\users\john\desktop\pl_antimatter_b1.bsp
    14 seconds elapsed

    Compile Complete for this module.
    VVIS Completed: Thursday, September 19, 2019, 6:20:29 PM
    VVIS: Compile time: 14 seconds elapsed

    -------------- Start Compile VRAD ----------------
    VRAD Started, Please Wait!

    VRAD: c:\program files (x86)\steam\steamapps\common\Team Fortress 2\bin\vrad.exe -final -StaticPropLighting -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\John\Desktop\pl_antimatter_b1"

    Valve Software - vrad.exe SSE (Jul 18 2018)

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

    Loading c:\users\john\desktop\pl_antimatter_b1.bsp
    Setting up ray-trace acceleration structure... Done (5.56 seconds)
    13045 faces
    29 degenerate faces
    2520217 square feet [362911232.00 square inches]
    66 Displacements
    11190 Square Feet [1611378.63 Square Inches]
    13016 patches before subdivision
    zero area child patch
    206468 patches after subdivision
    light has _fifty_percent_distance of 234.000000 but _zero_percent_distance of 0.000000
    3559 direct lights
    BuildFacelights: 0. warning - face vectors parallel to face normal. bad lighting will be produced
    ..1...2...3...4...5...6...7...8...9...10 (910)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (68)
    transfers 27831458, max 745
    transfer lists: 212.3 megs
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    Build Patch/Sample Hash Table(s).....Done<0.0814 sec>
    FinalLightFace: 0. warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    SampleRadial: Punting, Waiting for fix
    ..1...2...3...4...5...6...7...8...9...10 (11)
    FinalLightFace Done
    1981 of 3421 (57% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (258)
    Writing leaf ambient...done
    Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (208)

    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 232/1024 11136/49152 (22.7%)
    brushes 3926/8192 47112/98304 (47.9%)
    brushsides 42141/65536 337128/524288 (64.3%)
    planes 46870/65536 937400/1310720 (71.5%)
    vertexes 19836/65536 238032/786432 (30.3%)
    nodes 7243/65536 231776/2097152 (11.1%)
    texinfos 5402/12288 388944/884736 (44.0%)
    texdata 336/2048 10752/65536 (16.4%)
    dispinfos 66/0 11616/0 ( 0.0%)
    disp_verts 5346/0 106920/0 ( 0.0%)
    disp_tris 8448/0 16896/0 ( 0.0%)
    disp_lmsamples 49632/0 49632/0 ( 0.0%)
    faces 13045/65536 730520/3670016 (19.9%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 8779/65536 491624/3670016 (13.4%)
    leaves 7476/65536 239232/2097152 (11.4%)
    leaffaces 15208/65536 30416/131072 (23.2%)
    leafbrushes 7417/65536 14834/131072 (11.3%)
    areas 11/256 88/2048 ( 4.3%)
    surfedges 95682/512000 382728/2048000 (18.7%)
    edges 57664/256000 230656/1024000 (22.5%)
    LDR worldlights 3559/8192 313192/720896 (43.4%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 1170/32768 11700/327680 ( 3.6%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 19320/65536 38640/131072 (29.5%)
    cubemapsamples 65/1024 1040/16384 ( 6.3%)
    overlays 179/512 63008/180224 (35.0%)
    LDR lightdata [variable] 7391584/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 295474/16777216 ( 1.8%)
    entdata [variable] 333035/393216 (84.7%) VERY FULL!
    LDR ambient table 7476/65536 29904/262144 (11.4%)
    HDR ambient table 7476/65536 29904/262144 (11.4%)
    LDR leaf ambient 14724/65536 412272/1835008 (22.5%)
    HDR leaf ambient 7476/65536 209328/1835008 (11.4%)
    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] 1/51734 ( 0.0%)
    pakfile [variable] 3508281/0 ( 0.0%)
    physics [variable] 1312290/4194304 (31.3%)
    physics terrain [variable] 42798/1048576 ( 4.1%)

    Level flags = 1

    Total triangle count: 35539
    Writing c:\users\john\desktop\pl_antimatter_b1.bsp
    24 minutes, 50 seconds elapsed

    Compile Complete for this module.
    VRAD Completed: Thursday, September 19, 2019, 6:45:24 PM
    VRAD: entdata [variable] 333035/393216 (84.7%) VERY FULL!
    VRAD --> WARNING - Max Limit Approach!
    VRAD: Compile time: 24 minutes, 50 seconds elapsed

    One Line Summary: 9/19/2019 6:45:25 PM, pl_antimatter_b1.vmf, Team Fortress 2, normal , normal, final, 00:00:20, 00:00:14, 00:24:55, 00:25:30
    History.csv was updated.

    Compile Summary - job mode: FINAL
    Map Name: pl_antimatter_b1.vmf
    VBSP - mode:normal , 20 seconds, 00:00:20 elapsed
    VVIS - mode:normal, 14 seconds, 00:00:14 elapsed
    VRAD - mode:final, 24 minutes, 50 seconds(LDR), n/a(HDR), 00:24:55 elapsed
    Total Compile time: 00:25:30
    [​IMG]
     
  2. Xbmann | Resurfed

    Xbmann | Resurfed L1: Registered

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    Those are supposed to show rgb values instead of nan, check that there are no lights inside of brushes, try making sure the origin is not inside a brush. If all else fails, copy every entity into a new vmf.
     
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  3. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

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    This one is fairly self-explanatory, find the offending light entity (use cordon if necessary) and change it so the 0 percent falloff distance is greater than the 50 percent falloff distance, or don't use artificial falloff at all.
    Best source I could find about this one was the VDC:
    Again, your best bet to find this issue would be to use cordon to track down the offending brush(es) and either reset their texture alignment or just remake the brush altogether. Given that this error appeared multiple times in the log, you might have multiple brushes causing this.
    As Xbmann noted, this is not right. If I had to guess, it's caused by one of your above issues, so fix those first. If neither of those fix it, and none of your lights are in a brush as Xbmann stated, then use cordon to just shrink down the map to the smallest possible area where this error still occurs, and investigate in that area for anything weird.
     
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  4. Kill_the_Bug

    aa Kill_the_Bug

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    Ugh - this is proving to be a real hard one to find. For the degenerate items have used cordon and zerowed down, then have hidden each brush and run a compile one brush at a time to zero brushes remaining and I still get a degenerate message.

    The zero patch error only occurs when I compile the entire map for some reason - checking every single light on the map now :mad:
     
    Last edited: Sep 22, 2019
  5. Kill_the_Bug

    aa Kill_the_Bug

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    More or less solved - map has about 31 degenerate faces but none of theses show and I can't easily find them.

    I solved it by basically redoing almost every single block in my map with a no draw surface. Cordon method and big block method didn't do it as the child patch error only occurred if I did a ful compile (bsp/vis/vrad) of the entire map for some reason. Frustrating as hell and added on another 36-48 hours of work onto the map when the map was 99% done when this stupid error occured somewhere. Just running some more compile / lighting testings and I am re-texturing the map as I go - so far the error has not returned.
     
  6. ics

    aa ics http://ics-base.net

    Messages:
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    497
    Degenerate faces arent causing any big issues related to compile. With big maps, theres bound to be few of those left in no matter what you do.

    Zero area child patch usually is a fault of very large brushes trying to get lit. Chopping them as smaller ones usually helps. This can happen when you use tool texture black and leave the other side that doesnt get drawn as such and not nodraw. Had this on me before.

    In the future, you also might end up into an error that says "too many light faces". I cant remember the exact word but if more than 64 different lights hit a surface, it will prevent proper lighting compile.
     
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  7. Kill_the_Bug

    aa Kill_the_Bug

    Messages:
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    SOB!!! Dam child patch shows up AGAIN!! just as I'm ready to export! F'in son of a !!!!!

    Anyone want to look at the vmf? The damn thing only seems to happen when I do a full compile on the entire map - never when I just do a cordoned section < hence my further frustration.
     
    Last edited: Sep 28, 2019
  8. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    The cordon tool acts like you sticking a big pseudo hollowed box around the map; that is to say it will never allow a leak. If the cordon allows the map to compile properly regardless of how it is applied; are you sure there isn't a hole in your map somewhere? Add in a cordon around your whole map and see if you still have issues. It will prevent a leak, but it shouldn't change anything to do with the lighting. The reason i say this is because your vvis only took 14 seconds which makes it look like it was practically skipped compared to vrad which took 24 minutes. Have you messed with lightmaps at all? Show us some pics of the map in question (ones that aren't black).

    edit: child patch errors are typically caused by using clipping tools on brushes (people get them a lot when they have a habit of using the clipping tool as a method of duplicating another brush). The engine has to apply the texture along an axis, and sometimes it picks the wrong one, creating an infinite/redundant face. If you don't use it often or have used this in particular areas, it gives you a clue for where to look. Chances are, it's a face that's hidden against another face. IIRC i think these can even occur on the omitted faces behind displacements, but i could be wrong.
     
    Last edited: Sep 28, 2019
  9. Kill_the_Bug

    aa Kill_the_Bug

    Messages:
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    Oh the bane of my existence! I run 8 compiles narrowing it down, get 8 errors then I hide a brush run it and no errors. Then to confirm i have the offending brush I unhide it and no errors again! I then try a full compile and no errors, lighting looks good so I don't really know if the item that caused the error still exists or not. Hopefully it's not.

    AND THEN - on another comiple it's back again - weirdest thing I've come across so far.


    Edit: fixed two entities and am now trying another compile
     
    Last edited: Sep 28, 2019
  10. Kill_the_Bug

    aa Kill_the_Bug

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    Damn thing keeps failing - can I get someone to look at the vmf file for me and see if they can see where the error(s) is/are? I would really appreciate it - thanks

    https://www.dropbox.com/s/y6equvfhb7x8uq7/pl_antimatter_b1.zip?dl=0

    note: map uses a lot of custom textures < yes they work :) so you'll see a lot of missing textures in the file when you open it.
     
  11. ics

    aa ics http://ics-base.net

    Messages:
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    I did take a look and i'm not sure what causes it. Could be the func_brush arrows, could be any part of the geometry that is oddly shaped and facing other brushes (connecting sides). Quite frankly i'm surprised your displacements do not create qhull error.

    If i had to guess, it would be the big brush under the space ship.
     
    • Thanks Thanks x 1
  12. Kill_the_Bug

    aa Kill_the_Bug

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    Thanks fopr the look!


    Ya I know! This is the worst one I've encountered so far. All the arrows, displacements and the sky boxes all worked versions A1-A5 and then bang all of a sudden SOMETHING happened to it as soon as I saved it as B1 with some changes. I've been banging my head on his one for at least 72 hours now. I'll take a look again at the brush under the ship.
     
    Last edited: Sep 28, 2019
  13. Kill_the_Bug

    aa Kill_the_Bug

    Messages:
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    Ok, just to show you how bizzare this whole activity has been. I started to vis group items together, then func_detail a couple (not a lot) of items and this issue looks like it might be fixed (the vis grouping may have done it - no idea why though - as it started to work before I func_detailed the stuff)
     
  14. Kill_the_Bug

    aa Kill_the_Bug

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    Ok first of all a BIG THANK YOU GOES OUT TO TYLER on this one.

    The child parth error is caused by Vis but only shows up in vrad when you are doing the compile.

    The fix:
    Step 1
    1. Make copy of map
    2. Hide all entities tool brushes etc.
    3. Select all - world geometry, func_details, < all your brushes including sky
    4. Open toggle texture application tool - select 'align to world check box' hit apply
    5. Un-select all
    6 try a full compile and see how you did
    Step 2
    1. func_detail the shit out of anything with an angle to it as vis likes to use boxes only < most of my rooms are now smooth boxes
    2. try a full compile and see how you did

    Doing the above fixed the issue - Thanks Tyler!!

    Edit: Cordon and the big box method may not help you find the offending item - vis groups will prove to be your best friend in this case - group some items together then hide - if the error goes away you know that one of the items in your hidding groupd is the broken item.

    Here's the fix so you can compare it with the original at the top of the thread[​IMG]
     
    • Like Like x 2
    Last edited: Sep 30, 2019