[SOLVED] Parts of decompiled map are black

Salty Spy Main

L1: Registered
Mar 31, 2019
21
0
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"
 

Salty Spy Main

L1: Registered
Mar 31, 2019
21
0
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?
 
Oct 6, 2008
1,947
445
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
 

henke37

aa
Sep 23, 2011
2,075
515
Looks like the usual collision model vs actual geometry issue. Add the needed flag for vrad.
 

Salty Spy Main

L1: Registered
Mar 31, 2019
21
0
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
No I tried removing the track models all together as you can see in the image above. It doesn't change a thing.
Add -staticpropolys and -staticproplighting to your vrad parameters.
Tried that all ready, didn't change a thing.
 

iiboharz

eternally tired
aa
Nov 5, 2014
857
1,291
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.
 
Oct 6, 2008
1,947
445
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
 

Salty Spy Main

L1: Registered
Mar 31, 2019
21
0
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.
Yes, that fixed it! It was the beam props. Disabling the shadows on those fixed it.