Textures disappearing and turning bright red

Discussion in 'Mapping Questions & Discussion' started by SturmTrpr, Nov 7, 2015.

  1. SturmTrpr

    SturmTrpr L1: Registered

    Messages:
    31
    Positive Ratings:
    9
    Recently I got back into business in my mapmaking, but ran into some issues. I started to notice that props decals, and entities were missing. This was not a biggie as I didn't mind redoing the tiny amount of props I had added. I did my first compile later and was surprised to see lighting errors and such. I sent it to interlopers naturally but nothing came back that was helpful.

    I'm hoping that you can tell me what is wrong and what I can do about it.

    Vrad compile log:

    ** Executing...
    ** Command: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_snowshed_a3"

    Valve Software - vrad.exe SSE (Oct 29 2015)

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

    [56 texlights parsed from 'lights.rad']

    Loading c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_snowshed_a3.bsp
    Setting up ray-trace acceleration structure... Done (1.10 seconds)
    2539 faces
    739244 square feet [106451144.00 square inches]
    216 Displacements
    181158 Square Feet [26086864.00 Square Inches]
    2539 patches before subdivision
    60513 patches after subdivision
    sun extent from map=0.087156
    2 direct lights
    BuildFacelights: 0...1...2 warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    ...3...4...5...6 warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    ...7...8...9...10 (13)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (10)
    transfers 5144407, max 573
    transfer lists: 39.2 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(212843, 138041, 148577)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(30138, 18823, 19614)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(5408, 3315, 3441)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(1063, 648, 680)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(238, 147, 160)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(57, 36, 41)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(15, 10, 11)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(4, 3, 3)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(1, 1, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0287 sec>
    FinalLightFace: 0...1...2 warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    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
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    . warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    ..3...4...5... warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    6 warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    warning - face vectors parallel to face normal. bad lighting will be produced
    ...7...8...9...10 (5)
    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 (12)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 17/1024 816/49152 ( 1.7%)
    brushes 774/8192 9288/98304 ( 9.4%)
    brushsides 5264/65536 42112/524288 ( 8.0%)
    planes 1700/65536 34000/1310720 ( 2.6%)
    vertexes 4471/65536 53652/786432 ( 6.8%)
    nodes 1523/65536 48736/2097152 ( 2.3%)
    texinfos 341/12288 24552/884736 ( 2.8%)
    texdata 16/2048 512/65536 ( 0.8%)
    dispinfos 216/0 38016/0 ( 0.0%)
    disp_verts 15704/0 314080/0 ( 0.0%)
    disp_tris 24576/0 49152/0 ( 0.0%)
    disp_lmsamples 511688/0 511688/0 ( 0.0%)
    faces 2539/65536 142184/3670016 ( 3.9%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 1621/65536 90776/3670016 ( 2.5%)
    leaves 1541/65536 49312/2097152 ( 2.4%)
    leaffaces 2887/65536 5774/131072 ( 4.4%)
    leafbrushes 1745/65536 3490/131072 ( 2.7%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 18406/512000 73624/2048000 ( 3.6%)
    edges 11289/256000 45156/1024000 ( 4.4%)
    LDR worldlights 2/8192 176/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 196/32768 1960/327680 ( 0.6%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 3288/65536 6576/131072 ( 5.0%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 2/512 704/180224 ( 0.4%)
    LDR lightdata [variable] 3074272/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 91586/16777216 ( 0.5%)
    entdata [variable] 11545/393216 ( 2.9%)
    LDR ambient table 1541/65536 6164/262144 ( 2.4%)
    HDR ambient table 1541/65536 6164/262144 ( 2.4%)
    LDR leaf ambient 7607/65536 212996/1835008 (11.6%)
    HDR leaf ambient 1541/65536 43148/1835008 ( 2.4%)
    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] 1/3892 ( 0.0%)
    pakfile [variable] 54/0 ( 0.0%)
    physics [variable] 277187/4194304 ( 6.6%)
    physics terrain [variable] 20438/1048576 ( 1.9%)

    Level flags = 0

    Total triangle count: 6859
    Writing c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_snowshed_a3.bsp
    41 seconds elapsed
     
  2. killohurtz

    aa killohurtz Distinction in Applied Carving

    Messages:
    1,003
    Positive Ratings:
    1,155
    This, and the fact that you mention bright red textures, tells me you have bad brush faces. I'm pretty sure it can happen while aligning textures, so try going back through your recent changes and re-aligning your textures to World or Face.
     
    • Thanks Thanks x 2
  3. SturmTrpr

    SturmTrpr L1: Registered

    Messages:
    31
    Positive Ratings:
    9
    I realigned the red areas of the map with the world and all errors in the compiler have ceased to exist. I still have invisible walls that are not nodrawed, but its not an error so I can figure that one out on my own time. Ty for the help!