Transparent Walls and Props

Discussion in 'Mapping Questions & Discussion' started by Bean Bean Mr. Clean, Jan 20, 2018.

  1. Bean Bean Mr. Clean

    Bean Bean Mr. Clean L2: Junior Member

    Messages:
    83
    Positive Ratings:
    8
    I am working on a map and the other day it wouldn't update. I checked for bugs and found that my light_environment had a key value it wasn't supposed to have so I remade it. I then tried to compile the map but now it's just a big glitchy mess. First of all, it did not update what I had made, but it did, I guess, update. Nothing new was there but I could see through walls and props and they would only appear if I looked at them a certain way. I'm pretty sure it's not a leak because it didn't look like one, but I'm not that experienced in mapping so I don't know. I pressed alt+p and now it's showing me a trigger_hurt in my map has a key value it shouldn't. Clicking fix does not fix the error. I'm not sure whats going on, can someone help?
     
  2. Micnax

    aa Micnax I maek map

    Messages:
    2,062
    Positive Ratings:
    1,396
    It sounds like there's a problem with your actual compile rather than the key values thing (usually an error that can be ignored but might point to a problem that has happened). The disappearing walls and props makes me thing it's a bug in the VVIS stage of compiling.

    Can you compile your map again and post the log it gives you?
     
  3. Bean Bean Mr. Clean

    Bean Bean Mr. Clean L2: Junior Member

    Messages:
    83
    Positive Ratings:
    8
    I compiled my map and my map, definitely changed, but instead, everything was bright. Not full bright, but like the lights were extremely bright.
    Heres the compile log.

    ** 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\tf\maps\rb_roadblock"

    Valve Software - vbsp.exe (Oct 14 2017)
    8 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\tf\maps\rb_roadblock.vmf
    material "brick/blendtestwall003_watergate" not found.
    Material not found!: BRICK/BLENDTESTWALL003_WATERGATE
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    material "concrete/smoothconcrete004" not found.
    Material not found!: CONCRETE/SMOOTHCONCRETE004
    Patching WVT material: maps/rb_roadblock/concrete/blendwetpavement001_wvt_patch
    Patching WVT material: maps/rb_roadblock/swamp/nature/blendswampmudtodirt001_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4..Brush 175760: WARNING, microbrush
    .5...6...7...8...9...10 (1)
    ProcessBlock_Thread: 0...1...2...3...4..Brush 175760: WARNING, microbrush
    .5...6...7...8...9...10 (0)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 802 detail faces...done (1)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\rb_roadblock.prt...Building visibility clusters...
    done (0)
    bmodel 381 has no head node (class 'func_rotating', targetname 'lightspin1')

    ** 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\tf\maps\rb_roadblock"

    Valve Software - vvis.exe (Oct 14 2017)
    8 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\rb_roadblock.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\rb_roadblock.prt
    1679 portalclusters
    5185 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 (675)
    Optimized: 7382 visible clusters (0.85%)
    Total clusters visible: 872917
    Average clusters visible: 519
    Building PAS...
    Average clusters audible: 1629
    visdatasize:638426 compressed from 725328
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\rb_roadblock.bsp
    11 minutes, 15 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\rb_roadblock"

    Valve Software - vrad.exe SSE (Oct 14 2017)

    Valve Radiosity Simulator
    8 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\tf\maps\rb_roadblock.bsp
    Setting up ray-trace acceleration structure... Done (3.04 seconds)
    8110 faces
    27 degenerate faces
    1931763 square feet [278173888.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    8083 patches before subdivision
    145179 patches after subdivision
    sun extent from map=0.000000
    51 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (29)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (30)
    transfers 9188368, max 1220
    transfer lists: 70.1 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(105373, 46859, 13208)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(13582, 6212, 1145)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(2575, 1175, 176)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #4 added RGB(603, 269, 35)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(155, 66, 8)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(43, 17, 2)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(12, 4, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #8 added RGB(3, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(1, 0, 0)
    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<0.0543 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (19)
    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 (14)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 4/1024 192/49152 ( 0.4%)
    brushes 1751/8192 21012/98304 (21.4%)
    brushsides 26646/65536 213168/524288 (40.7%)
    planes 33498/65536 669960/1310720 (51.1%)
    vertexes 12047/65536 144564/786432 (18.4%)
    nodes 2832/65536 90624/2097152 ( 4.3%)
    texinfos 744/12288 53568/884736 ( 6.1%)
    texdata 62/2048 1984/65536 ( 3.0%)
    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 8110/65536 454160/3670016 (12.4%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 4929/65536 276024/3670016 ( 7.5%)
    leaves 2837/65536 90784/2097152 ( 4.3%)
    leaffaces 10231/65536 20462/131072 (15.6%)
    leafbrushes 3871/65536 7742/131072 ( 5.9%)
    areas 3/256 24/2048 ( 1.2%)
    surfedges 60219/512000 240876/2048000 (11.8%)
    edges 34166/256000 136664/1024000 (13.3%)
    LDR worldlights 51/8192 4488/720896 ( 0.6%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 2/32768 24/393216 ( 0.0%)
    waterstrips 973/32768 9730/327680 ( 3.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 16437/65536 32874/131072 (25.1%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 11950060/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 638426/16777216 ( 3.8%)
    entdata [variable] 256121/393216 (65.1%)
    LDR ambient table 2837/65536 11348/262144 ( 4.3%)
    HDR ambient table 2837/65536 11348/262144 ( 4.3%)
    LDR leaf ambient 13539/65536 379092/1835008 (20.7%)
    HDR leaf ambient 2837/65536 79436/1835008 ( 4.3%)
    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] 1/12 ( 8.3%)
    pakfile [variable] 2417/0 ( 0.0%)
    physics [variable] 613796/4194304 (14.6%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 24308
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\rb_roadblock.bsp
    1 minute, 37 seconds elapsed
    Valve Software - vrad.exe SSE (Oct 14 2017)

    Valve Radiosity Simulator
    8 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\tf\maps\rb_roadblock.bsp
    Setting up ray-trace acceleration structure... Done (3.04 seconds)
    8110 faces
    27 degenerate faces
    1931763 square feet [278173888.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    8083 patches before subdivision
    145179 patches after subdivision
    sun extent from map=0.000000
    51 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (28)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (31)
    transfers 9188368, max 1220
    transfer lists: 70.1 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(52953608, 42599604, 18608164)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(4646121, 2882444, 951830)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(643002, 314357, 76574)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(100514, 38772, 7022)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #5 added RGB(17411, 5475, 750)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(3176, 815, 87)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(599, 127, 11)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(116, 21, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #9 added RGB(23, 3, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(5, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0558 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (19)
    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 (14)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 4/1024 192/49152 ( 0.4%)
    brushes 1751/8192 21012/98304 (21.4%)
    brushsides 26646/65536 213168/524288 (40.7%)
    planes 33498/65536 669960/1310720 (51.1%)
    vertexes 12047/65536 144564/786432 (18.4%)
    nodes 2832/65536 90624/2097152 ( 4.3%)
    texinfos 744/12288 53568/884736 ( 6.1%)
    texdata 62/2048 1984/65536 ( 3.0%)
    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 8110/65536 454160/3670016 (12.4%)
    hdr faces 8110/65536 454160/3670016 (12.4%)
    origfaces 4929/65536 276024/3670016 ( 7.5%)
    leaves 2837/65536 90784/2097152 ( 4.3%)
    leaffaces 10231/65536 20462/131072 (15.6%)
    leafbrushes 3871/65536 7742/131072 ( 5.9%)
    areas 3/256 24/2048 ( 1.2%)
    surfedges 60219/512000 240876/2048000 (11.8%)
    edges 34166/256000 136664/1024000 (13.3%)
    LDR worldlights 51/8192 4488/720896 ( 0.6%)
    HDR worldlights 51/8192 4488/720896 ( 0.6%)
    leafwaterdata 2/32768 24/393216 ( 0.0%)
    waterstrips 973/32768 9730/327680 ( 3.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 16437/65536 32874/131072 (25.1%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 11950060/0 ( 0.0%)
    HDR lightdata [variable] 11950060/0 ( 0.0%)
    visdata [variable] 638426/16777216 ( 3.8%)
    entdata [variable] 256121/393216 (65.1%)
    LDR ambient table 2837/65536 11348/262144 ( 4.3%)
    HDR ambient table 2837/65536 11348/262144 ( 4.3%)
    LDR leaf ambient 13539/65536 379092/1835008 (20.7%)
    HDR leaf ambient 13966/65536 391048/1835008 (21.3%)
    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] 1/12 ( 8.3%)
    pakfile [variable] 2417/0 ( 0.0%)
    physics [variable] 613796/4194304 (14.6%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 24308
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\rb_roadblock.bsp
    1 minute, 37 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\rb_roadblock.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\rb_roadblock.bsp"


    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
    ** Parameters: -dev -console -allowdebug -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" +map "rb_roadblock"

    The console in Team Fortress 2 is full of this line.

    warning: Vis decompression overrun

    I ran my log through a checker and for the in-game section is says that it has miscounted displacements.
     
  4. henke37

    aa henke37

    Messages:
    1,926
    Positive Ratings:
    454
    You might want to fix those errors.
     
  5. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

    Messages:
    831
    Positive Ratings:
    563
    I put your compile log in here, a handy compile log checker that sweeps for errors, tells you exactly what they mean, and how to fix them. I got these errors. Fix them and see if your map works.
     
  6. Bean Bean Mr. Clean

    Bean Bean Mr. Clean L2: Junior Member

    Messages:
    83
    Positive Ratings:
    8
    I have fixed the errors and it still has the same problem. I replaced all of the missing textures with new ones and I made sure there were no errors when I clicked alt + p except for an error saying I need a player_start, which I don't think tf2 uses or would even affect anything, but it still has the same problem. I couldn't find any bad brushes or entities, everything seems like it should be working but it still goes back to the old glitchy version.