[SOLVED] Parts of decompiled map are black

Discussion in 'Mapping Questions & Discussion' started by Salty Spy Main, Sep 9, 2019.

  1. Salty Spy Main

    Salty Spy Main L1: Registered

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    I was fixing a decompiled upward vmf when i noticed when compiled a small part of the map was black as if there was an extremely dark shadow being cast. There are no leaks. Screenshot (13).png
    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" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_upward_d.vmf"
    
    Valve Software - vbsp.exe (Aug  2 2018)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_upward_d.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/pl_upward_d/coalmines/blendgroundtograss_coalmines_wvt_patch
    Patching WVT material: maps/pl_upward_d/coalmines/blendgroundtowall_coalmines_wvt_patch
    Patching WVT material: maps/pl_upward_d/nature/blendrockgroundwallforest002_wvt_patch
    Patching WVT material: maps/pl_upward_d/coalmines/blendbeach_to_beach_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 (1)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 1372 detail faces...done (2)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (3)
    writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_upward_d.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_upward weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_upward to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_upward weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_upward to build the default cubemap!
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (1) (1782336 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 10001 texinfos to 7963
    Reduced 137 texdatas to 124 (3203 bytes to 2688)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_upward_d.bsp
    Wrote ZIP buffer, estimated size 5307, actual size 4021
    34 seconds elapsed
      -0.050800 -1.690353 0.000000
      0.101600 -1.690353 0.000000
      -0.101600 -1.690353 0.000000
      -0.101600 -1.370356 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
    
    ** 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" -fast "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_upward_d"
    
    Valve Software - vvis.exe (Aug  2 2018)
    fastvis = true
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_upward_d.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_upward_d.prt
    1918 portalclusters
    5647 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (1)
    Optimized: 182015 visible clusters (10.58%)
    Total clusters visible: 1720811
    Average clusters visible: 897
    Building PAS...
    Average clusters audible: 1734
    visdatasize:818420  compressed from 920640
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_upward_d.bsp
    2 seconds elapsed
    
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters:  -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -noextra "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_upward_d"
    
    Valve Software - vrad.exe SSE (Jul 18 2018)
    
          Valve Radiosity Simulator     
    4 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\sourcesdk_content\tf\mapsrc\pl_upward_d.bsp
    Setting up ray-trace acceleration structure... Done (12.14 seconds)
    15760 faces
    4 degenerate faces
    4060970 square feet [584779712.00 square inches]
    558 Displacements
    619612 Square Feet [89224208.00 Square Inches]
    15756 patches before subdivision
    222900 patches after subdivision
    sun extent from map=0.008727
    215 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (47)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (161)
    transfers 15134447, max 924
    transfer lists: 115.5 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #1 added RGB(973659, 670257, 430114)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #2 added RGB(126662, 76762, 44931)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #3 added RGB(18430, 9306, 4806)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #4 added RGB(4963, 2511, 1212)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #5 added RGB(1034, 463, 207)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #6 added RGB(345, 148, 60)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #7 added RGB(94, 37, 14)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #8 added RGB(33, 12, 4)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #9 added RGB(11, 4, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #10 added RGB(4, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #11 added RGB(1, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #12 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.1417 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (27)
    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 (46)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                  70/1024         3360/49152    ( 6.8%) 
    brushes               4845/8192        58140/98304    (59.1%) 
    brushsides           36683/65536      293464/524288   (56.0%) 
    planes               17930/65536      358600/1310720  (27.4%) 
    vertexes             30504/65536      366048/786432   (46.5%) 
    nodes                 3979/65536      127328/2097152  ( 6.1%) 
    texinfos              7963/12288      573336/884736   (64.8%) 
    texdata                124/2048         3968/65536    ( 6.1%) 
    dispinfos              558/0           98208/0        ( 0.0%) 
    disp_verts           14174/0          283480/0        ( 0.0%) 
    disp_tris            18240/0           36480/0        ( 0.0%) 
    disp_lmsamples     1823228/0         1823228/0        ( 0.0%) 
    faces                15760/65536      882560/3670016  (24.0%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces            13639/65536      763784/3670016  (20.8%) 
    leaves                4050/65536      129600/2097152  ( 6.2%) 
    leaffaces            24186/65536       48372/131072   (36.9%) 
    leafbrushes          13885/65536       27770/131072   (21.2%) 
    areas                   33/256           264/2048     (12.9%) 
    surfedges           139799/512000     559196/2048000  (27.3%) 
    edges                93057/256000     372228/1024000  (36.4%) 
    LDR worldlights        215/8192        18920/720896   ( 2.6%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            1/32768          12/393216   ( 0.0%) 
    waterstrips           2961/32768       29610/327680   ( 9.0%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices         65244/65536      130488/131072   (99.6%) VERY FULL!
    cubemapsamples         202/1024         3232/16384    (19.7%) 
    overlays               156/512         54912/180224   (30.5%) 
    LDR lightdata         [variable]    12351220/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]      818420/16777216 ( 4.9%) 
    entdata               [variable]      236352/393216   (60.1%) 
    LDR ambient table     4050/65536       16200/262144   ( 6.2%) 
    HDR ambient table     4050/65536       16200/262144   ( 6.2%) 
    LDR leaf ambient     25176/65536      704928/1835008  (38.4%) 
    HDR leaf ambient      4050/65536      113400/1835008  ( 6.2%) 
    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]           1/125188   ( 0.0%) 
    pakfile               [variable]        4021/0        ( 0.0%) 
    physics               [variable]     1782336/4194304  (42.5%) 
    physics terrain       [variable]       97084/1048576  ( 9.3%) 
    
    Level flags = 0
    
    Total triangle count: 53690
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_upward_d.bsp
    5 minutes, 2 seconds elapsed
      -0.050800 -1.690353 0.000000
      0.101600 -1.690353 0.000000
      -0.101600 -1.690353 0.000000
      -0.101600 -1.370356 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_upward_d.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_upward_d.bsp"
    
     
  2. ics

    aa ics http://ics-base.net

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    Do a full compile, not a fast one. Those shadows might be ok with that.
     
  3. Tumby

    aa Tumby

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  4. Salty Spy Main

    Salty Spy Main L1: Registered

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  5. Salty Spy Main

    Salty Spy Main L1: Registered

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    It has been almost a month now, and I still cant find a solution. Am I just going to have to upload the map with this bug?
     
  6. Kill_the_Bug

    aa Kill_the_Bug

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    might be the track models - click on them and disable shadows, also click your sun and change some of the angles to see if that shaow undeneath moves, also check lightmap values ot the effected textures to make sure nothing wonking happened to them
     
    • Respectfully Disagree Respectfully Disagree x 1
  7. henke37

    aa henke37

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    Looks like the usual collision model vs actual geometry issue. Add the needed flag for vrad.
     
  8. iiboharz

    aa iiboharz eternally tired

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    Add -staticpropolys and -staticproplighting to your vrad parameters.
     
  9. Salty Spy Main

    Salty Spy Main L1: Registered

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    No I tried removing the track models all together as you can see in the image above. It doesn't change a thing.
    Tried that all ready, didn't change a thing.
     
  10. iiboharz

    aa iiboharz eternally tired

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    That's the only thing that would be causing this to my knowledge so I dunno then my dude.

    The support beams in that part of the map are a model, so if all else fails you can try disabling shadows on those.
     
    • Agree Agree x 1
  11. Kill_the_Bug

    aa Kill_the_Bug

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    hide everything in that area and just compile with the ground to see if it happens then add in one non-shadowed prop at a time. you can then tell if it's truly something weird going on or prop related < if the first check above in the sky in case you have a brush there blocking the sun
     
  12. Salty Spy Main

    Salty Spy Main L1: Registered

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    Yes, that fixed it! It was the beam props. Disabling the shadows on those fixed it.