Strange Black Boxes on Parts of The Map

SturmTea

L2: Junior Member
Aug 1, 2015
78
38
Hi, I recently got to work on Clearcut again and have found my original files to be missing. I decided to decompile an uploaded version and of course came back with bugs. Most were easy to squish but this one is new to me and I don't know how to go about fixing it. I hazard a guess that it may be a node without volume, but I'm not sure and want some help and info first. Any ideas?


** 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\Maps\koth_clearcut_b15d.vmf"

Valve Software - vbsp.exe (May 21 2020)
12 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\Maps\koth_clearcut_b15d.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/koth_clearcut_b15d/nature/blendgroundtograss008_wvt_patch
Patching WVT material: maps/koth_clearcut_b15d/nature/blendrockgroundwallforest003_wvt_patch
Patching WVT material: maps/koth_clearcut_b15d/nature/blendgroundtogravel006_wvt_patch
Patching WVT material: maps/koth_clearcut_b15d/nature/blendgroundtogravel009_wvt_patch
Patching WVT material: maps/koth_clearcut_b15d/pl_barnblitz/blendmetalroofsnow_02_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)
WARNING: node without a volume
WARNING: node without a volume
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 3146 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Maps\koth_clearcut_b15d.prt...Building visibility clusters...
done (0)
WARNING: node without a volume
WARNING: node without a volume
*** 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...
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) (1874376 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 8803 texinfos to 4710
Reduced 104 texdatas to 97 (2509 bytes to 2139)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Maps\koth_clearcut_b15d.bsp
Wrote ZIP buffer, estimated size 3430, actual size 2680
5 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" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Maps\koth_clearcut_b15d"

Valve Software - vvis.exe (May 21 2020)
12 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\maps\koth_clearcut_b15d.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\maps\koth_clearcut_b15d.prt
1794 portalclusters
4748 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 (165)
Optimized: 5961 visible clusters (0.58%)
Total clusters visible: 1027847
Average clusters visible: 572
Building PAS...
Average clusters audible: 1489
visdatasize:656158 compressed from 832416
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\maps\koth_clearcut_b15d.bsp
2 minutes, 45 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" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Maps\koth_clearcut_b15d"

Valve Software - vrad.exe SSE (May 21 2020)

Valve Radiosity Simulator
12 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\maps\koth_clearcut_b15d.bsp
Setting up ray-trace acceleration structure... Done (2.26 seconds)
13719 faces
2 degenerate faces
1303858 square feet [187755616.00 square inches]
467 Displacements
165306 Square Feet [23804082.00 Square Inches]
13717 patches before subdivision
153101 patches after subdivision
sun extent from map=0.258819
46 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (18)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (15)
transfers 13458807, max 825
transfer lists: 102.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(936145, 512873, 378158)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(145875, 61617, 33422)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(33725, 10406, 4125)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(9253, 2034, 583)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(2793, 439, 92)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(886, 100, 15)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(291, 24, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(97, 6, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(33, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(11, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0290 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
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 (15)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 242/1024 11616/49152 (23.6%)
brushes 5091/8192 61092/98304 (62.1%)
brushsides 37320/65536 298560/524288 (56.9%)
planes 19806/65536 396120/1310720 (30.2%)
vertexes 30064/65536 360768/786432 (45.9%)
nodes 9283/65536 297056/2097152 (14.2%)
texinfos 4710/12288 339120/884736 (38.3%)
texdata 97/2048 3104/65536 ( 4.7%)
dispinfos 467/0 82192/0 ( 0.0%)
disp_verts 24107/0 482140/0 ( 0.0%)
disp_tris 36256/0 72512/0 ( 0.0%)
disp_lmsamples 519020/0 519020/0 ( 0.0%)
faces 13719/65536 768264/3670016 (20.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 10291/65536 576296/3670016 (15.7%)
leaves 9526/65536 304832/2097152 (14.5%)
leaffaces 16954/65536 33908/131072 (25.9%)
leafbrushes 10382/65536 20764/131072 (15.8%)
areas 19/256 152/2048 ( 7.4%)
surfedges 109635/512000 438540/2048000 (21.4%)
edges 74512/256000 298048/1024000 (29.1%)
LDR worldlights 46/8192 4048/720896 ( 0.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 2051/32768 20510/327680 ( 6.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 39933/65536 79866/131072 (60.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 69/512 24288/180224 (13.5%)
LDR lightdata [variable] 8547960/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 656158/16777216 ( 3.9%)
entdata [variable] 123324/393216 (31.4%)
LDR ambient table 9526/65536 38104/262144 (14.5%)
HDR ambient table 9526/65536 38104/262144 (14.5%)
LDR leaf ambient 42545/65536 1191260/1835008 (64.9%)
HDR leaf ambient 9526/65536 266728/1835008 (14.5%)
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] 1/1100212 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/55898 ( 0.0%)
pakfile [variable] 2680/0 ( 0.0%)
physics [variable] 1874376/4194304 (44.7%)
physics terrain [variable] 110475/1048576 (10.5%)

Level flags = 0

Total triangle count: 41177
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\maps\koth_clearcut_b15d.bsp
58 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Maps\koth_clearcut_b15d.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_clearcut_b15d.bsp"
 

Attachments

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SturmTea

L2: Junior Member
Aug 1, 2015
78
38
I re-did the brushes and the black square still appear, checked the lightmap and each brush is set to 16, I remember that there was someway to show the lightmap on the whole map however I forgot.
 

SturmTea

L2: Junior Member
Aug 1, 2015
78
38
I'll start using cordon to see if the node volume doesn't show when the brushes are excluded.
 

SturmTea

L2: Junior Member
Aug 1, 2015
78
38
Did to quick compiles with and without the area where the texture error appears and the node without a volume error didn't show up when it was cordoned off, and reappeared as I brought those brushed back. Time to research node without volume and how to get rid of it.
 

SturmTea

L2: Junior Member
Aug 1, 2015
78
38
I've continued to narrow it down. It's only showing when I have brush_entities on. So I must have multiple broken brush entities to fix somehow. I'll delete one at a time until the broken one no longer causes the error to appear.
 

SturmTea

L2: Junior Member
Aug 1, 2015
78
38
More progress, I deleted every single brush on red side and the error disappeared! Not to figure which one is the culprit. And then I have to do it 4 more times.
 

SturmTea

L2: Junior Member
Aug 1, 2015
78
38
Well, I'm stumped. I removed the culprit brush, but the black squares persist. Idk what to do.