Strange brush shape change

Discussion in 'Mapping Questions & Discussion' started by FloofCollie, Mar 28, 2019.

  1. FloofCollie

    aa FloofCollie I really suck!

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    So, I have a bunch of toggle-able 192x192x16 func_brushes, and some have glass like this:
    [​IMG]

    But some of them (specific ones) look like this in-game:
    [​IMG]

    Their top and bottom are covered in the orange dev texture and it actually extends a few units beyond the actual bounds of the object (but only the original object shape can be collided with).

    Shooting various parts of these bugged objects shows that glass impacts still play where the glass should be, and shooting the invisible sides still leaves bullet holes showing that the orange dev texture should be on the sides.
    [​IMG]

    Here's what one of the offending brushes looks like in Hammer:
    [​IMG]

    Compile settings:
    • BSP: Normal
    • VIS: No
    • RAD: Fast
    • Cordon on
    Does anyone have any ideas about why this might occur? I can't find anything about it.
     
  2. henke37

    aa henke37

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    Turn on VIS before logging any complaints.
     
  3. FloofCollie

    aa FloofCollie I really suck!

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    Setting VIS to fast didn't change anything.
     
  4. Da Spud Lord

    aa Da Spud Lord Occasionally I make maps

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    Did you put any tool textures (skip, blockbullets, etc) on any sides of those brushes? I know placing skip on the side of a world brush will do weird things to it.

    Also, post your compile log please.
     
  5. FloofCollie

    aa FloofCollie I really suck!

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    No, just the glass texture.

    Compile with VIS and RAD off:
    ** Executing...
    ** Command: "C:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "C:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\arena_randocube_a1.vmf"
    Valve Software - vbsp.exe (Aug 2 2018)
    4 threads
    materialPath: C:\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\arena_randocube_a1.vmf
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    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 16 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\arena_randocube_a1.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...
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (3) (1180398 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 956 texinfos to 584
    Reduced 11 texdatas to 11 (231 bytes to 231)
    Writing C:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\arena_randocube_a1.bsp
    ZIP Output overshot buffer estimate: Estimated 0, actual 54
    5 seconds elapsed
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\arena_randocube_a1.bsp" "C:\Steam\steamapps\common\Team Fortress 2\tf\maps\arena_randocube_a1.bsp"
    Compile with full VIS and fast RAD (just in case):
    ** Executing...
    ** Command: "C:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "C:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\arena_randocube_a1.vmf"
    Valve Software - vbsp.exe (Aug 2 2018)
    4 threads
    materialPath: C:\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\arena_randocube_a1.vmf
    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 16 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\arena_randocube_a1.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...
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (1) (1180398 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 956 texinfos to 584
    Reduced 11 texdatas to 11 (231 bytes to 231)
    Writing C:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\arena_randocube_a1.bsp
    ZIP Output overshot buffer estimate: Estimated 0, actual 54
    3 seconds elapsed
    ** Executing...
    ** Command: "C:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "C:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\arena_randocube_a1"
    Valve Software - vvis.exe (Aug 2 2018)
    4 threads
    reading c:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\arena_randocube_a1.bsp
    reading c:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\arena_randocube_a1.prt
    60 portalclusters
    122 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 (0)
    Optimized: 0 visible clusters (0.00%)
    Total clusters visible: 3600
    Average clusters visible: 60
    Building PAS...
    Average clusters audible: 60
    visdatasize:1444 compressed from 960
    writing c:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\arena_randocube_a1.bsp
    ZIP Output overshot buffer estimate: Estimated 0, actual 54
    0 seconds elapsed
    ** Executing...
    ** Command: "C:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "C:\Steam\steamapps\common\Team Fortress 2\tf" -noextra "C:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\arena_randocube_a1"
    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:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\arena_randocube_a1.bsp
    Setting up ray-trace acceleration structure... Done (0.03 seconds)
    10476 faces
    2206472 square feet [317732032.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    10476 patches before subdivision
    69796 patches after subdivision
    sun extent from map=0.008727
    2 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
    transfers 1738311, max 116
    transfer lists: 13.3 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(256956, 76846, 855)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(6451, 528, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(206, 5, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(9, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0163 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11)
    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 (91)
    Writing leaf ambient...done
    Ready to Finish
    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 215/1024 10320/49152 (21.0%)
    brushes 3278/8192 39336/98304 (40.0%)
    brushsides 26816/65536 214528/524288 (40.9%)
    planes 2634/65536 52680/1310720 ( 4.0%)
    vertexes 11799/65536 141588/786432 (18.0%)
    nodes 10710/65536 342720/2097152 (16.3%)
    texinfos 584/12288 42048/884736 ( 4.8%)
    texdata 11/2048 352/65536 ( 0.5%)
    dispinfos 0/0 0/0 ( 0.0%)
    disp_verts 0/0 0/0 ( 0.0%)
    disp_tris 0/0 0/0 ( 0.0%)
    disp_lmsamples 0/0 0/0 ( 0.0%)
    faces 10476/65536 586656/3670016 (16.0%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 6741/65536 377496/3670016 (10.3%)
    leaves 10926/65536 349632/2097152 (16.7%)
    leaffaces 10521/65536 21042/131072 (16.1%)
    leafbrushes 8222/65536 16444/131072 (12.5%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 69776/512000 279104/2048000 (13.6%)
    edges 43527/256000 174108/1024000 (17.0%)
    LDR worldlights 2/8192 176/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 67/32768 670/327680 ( 0.2%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 852/65536 1704/131072 ( 1.3%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 1537276/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 1444/16777216 ( 0.0%)
    entdata [variable] 138845/393216 (35.3%)
    LDR ambient table 10926/65536 43704/262144 (16.7%)
    HDR ambient table 10926/65536 43704/262144 (16.7%)
    LDR leaf ambient 29310/65536 820680/1835008 (44.7%)
    HDR leaf ambient 10926/65536 305928/1835008 (16.7%)
    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] 1/380 ( 0.3%)
    pakfile [variable] 54/0 ( 0.0%)
    physics [variable] 1180398/4194304 (28.1%)
    physics terrain [variable] 2/1048576 ( 0.0%)
    Level flags = 0
    Total triangle count: 22100
    Writing c:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\arena_randocube_a1.bsp
    ZIP Output overshot buffer estimate: Estimated 0, actual 54
    1 minute, 46 seconds elapsed
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\arena_randocube_a1.bsp" "C:\Steam\steamapps\common\Team Fortress 2\tf\maps\arena_randocube_a1.bsp"
    The Interlopers.net compile log checker didn't return anything.
     
  6. FloofCollie

    aa FloofCollie I really suck!

    Messages:
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    462
    This is still a problem. I guess I'll have to use Propper after all.