VIS glitch?

Discussion in 'Mapping Questions & Discussion' started by DJTHED, Aug 26, 2011.

  1. DJTHED

    DJTHED L1: Registered

    Messages:
    9
    Positive Ratings:
    0
    There is this wierd VIS glitch or w/e on my map. This video shows whats happening.

    http://www.youtube.com/watch?v=KL5GMizZ-vo

    Plus the map isnt quite updating when i compile it. For example, I've added a roof the the spawn building, and the fences are closer to the red spawn. Also the compilation doesn't finish, and i have to launch the map manually using the console.


    Code:
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\djthed\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\djthed\team fortress 2\tf" "c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo"
    
    Valve Software - vbsp.exe (Jul  7 2010)
    4 threads
    materialPath: c:\program files (x86)\steam\steamapps\djthed\team fortress 2\tf\materials
    Loading c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.vmf
    material "concrete/computerwall003" not found.
    Material not found!: CONCRETE/COMPUTERWALL003
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    material "concrete/concretewall011" not found.
    Material not found!: CONCRETE/CONCRETEWALL011
    material "concrete/concretewall011c" not found.
    Material not found!: CONCRETE/CONCRETEWALL011C
    material "concrete/computerwall003d" not found.
    Material not found!: CONCRETE/COMPUTERWALL003D
    material "concrete/computerwall002" not found.
    Material not found!: CONCRETE/COMPUTERWALL002
    material "concrete/concretefloor003" not found.
    Material not found!: CONCRETE/CONCRETEFLOOR003
    material "brick/blendcobbletocobblesnow001" not found.
    Material not found!: BRICK/BLENDCOBBLETOCOBBLESNOW001
    material "metal/metaldoor001" not found.
    Material not found!: METAL/METALDOOR001
    material "brick/wall028" not found.
    Material not found!: BRICK/WALL028
    material "pl_barnblitz/blendmetalroofsnow_02" not found.
    Material not found!: PL_BARNBLITZ/BLENDMETALROOFSNOW_02
    material "pl_barnblitz/blendmetalroofsnow_03" not found.
    Material not found!: PL_BARNBLITZ/BLENDMETALROOFSNOW_03
    material "tools/toolsnodraw" not found.
    Material not found!: TOOLS/TOOLSNODRAW
    material "tools/toolsskybox" not found.
    Material not found!: TOOLS/TOOLSSKYBOX
    material "tools/toolstrigger" not found.
    Material not found!: TOOLS/TOOLSTRIGGER
    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)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.prt...Building visibility clusters...
    done (0)
    material "skybox/sky_hydro_01rt" not found.
    Can't load skybox file skybox/sky_hydro_01 to build the default cubemap!
    Can't load skybox file skybox/sky_hydro_01 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
    material "overlays/logo_red_white" not found.
    Building Physics collision data...
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\djthed\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\djthed\team fortress 2\tf" "c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo"
    
    Valve Software - vvis.exe (Jul  7 2010)
    4 threads
    reading c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.bsp
    reading c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.prt
      78 portalclusters
     211 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: 5688
    Average clusters visible: 72
    Building PAS...
    Average clusters audible: 78
    visdatasize:2187  compressed from 2496
    writing c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.bsp
    0 seconds elapsed
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\djthed\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\djthed\team fortress 2\tf" "c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo"
    
    Valve Software - vrad.exe SSE (Jul  7 2010)
    
          Valve Radiosity Simulator     
    4 threads
    Could not find lights.rad in lights.rad.
    Trying VRAD BIN directory instead...
    Warning: Couldn't open texlight file c:\program files (x86)\steam\steamapps\djthed\sourcesdk\bin\orangebox\bin\lights.rad.
    Loading c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.bsp
    Error! Unable to load model "models/props_gameplay/uniform_locker.mdl"
    Error! Unable to load model "models/props_spytech/bench001b.mdl"
    Error! Unable to load model "models/props_gameplay/towel_rack.mdl"
    Error! Unable to load model "models/props_gameplay/foot_spray_can01.mdl"
    Error! Unable to load model "models/props_mining/industrial_ceiling_lamp02.mdl"
    Error! Unable to load model "models/props_spytech/siren.mdl"
    Error! Unable to load model "models/props_spytech/vent.mdl"
    Error! Unable to load model "models/props_spytech/vent_system_corner_small.mdl"
    Error! Unable to load model "models/props_2fort/chalkboard01.mdl"
    Patch Sample Radius Clamped!
    Setting up ray-trace acceleration structure... Done (0.05 seconds)
    192 faces
    389608 square feet [56103580.00 square inches]
    1 Displacements
    92712 Square Feet [13350586.00 Square Inches]
    192 patches before subdivision
    4984 patches after subdivision
    sun extent from map=0.087156
    12 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (1)
    transfers 104253, max 174
    transfer lists:   0.8 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #1 added RGB(37928, 24388, 15588)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #2 added RGB(7005, 2796, 1505)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #3 added RGB(2280, 546, 233)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #4 added RGB(864, 121, 41)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #5 added RGB(348, 29, 8)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #6 added RGB(144, 7, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #7 added RGB(60, 2, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #8 added RGB(25, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #9 added RGB(11, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #10 added RGB(4, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #11 added RGB(2, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #12 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0025 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
    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 (1)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                   5/1024          240/49152    ( 0.5%) 
    brushes                 24/8192          288/98304    ( 0.3%) 
    brushsides             144/65536        1152/524288   ( 0.2%) 
    planes                 138/65536        2760/1310720  ( 0.2%) 
    vertexes               265/65536        3180/786432   ( 0.4%) 
    nodes                  188/65536        6016/2097152  ( 0.3%) 
    texinfos                41/12288        2952/884736   ( 0.3%) 
    texdata                 14/2048          448/65536    ( 0.7%) 
    dispinfos                1/0             176/0        ( 0.0%) 
    disp_verts             289/0            5780/0        ( 0.0%) 
    disp_tris              512/0            1024/0        ( 0.0%) 
    disp_lmsamples        7994/0            7994/0        ( 0.0%) 
    faces                  192/65536       10752/3670016  ( 0.3%) 
    hdr faces              192/65536       10752/3670016  ( 0.3%) 
    origfaces               75/65536        4200/3670016  ( 0.1%) 
    leaves                 194/65536        6208/2097152  ( 0.3%) 
    leaffaces              234/65536         468/131072   ( 0.4%) 
    leafbrushes             97/65536         194/131072   ( 0.1%) 
    areas                    2/256            16/2048     ( 0.8%) 
    surfedges             1128/512000       4512/2048000  ( 0.2%) 
    edges                  615/256000       2460/1024000  ( 0.2%) 
    LDR worldlights         12/8192         1056/720896   ( 0.1%) 
    HDR worldlights         12/8192         1056/720896   ( 0.1%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips             13/32768         130/327680   ( 0.0%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices           159/65536         318/131072   ( 0.2%) 
    cubemapsamples           1/1024           16/16384    ( 0.1%) 
    overlays                 1/512           352/180224   ( 0.2%) 
    LDR lightdata         [variable]      165944/0        ( 0.0%) 
    HDR lightdata         [variable]      165016/0        ( 0.0%) 
    visdata               [variable]        2187/16777216 ( 0.0%) 
    entdata               [variable]        9054/393216   ( 2.3%) 
    LDR ambient table      194/65536         776/262144   ( 0.3%) 
    HDR ambient table      194/65536         776/262144   ( 0.3%) 
    LDR leaf ambient      1009/65536       28252/1835008  ( 1.5%) 
    HDR leaf ambient      1008/65536       28224/1835008  ( 1.5%) 
    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]           1/12       ( 8.3%) 
    static props          [variable]           1/2228     ( 0.0%) 
    pakfile               [variable]      211969/0        ( 0.0%) 
    physics               [variable]        9473/4194304  ( 0.2%) 
    physics terrain       [variable]         130/1048576  ( 0.0%) 
    
    Level flags = 0
    
    Total triangle count: 444
    Writing c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.bsp
    7 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.bsp" "c:\program files (x86)\steam\steamapps\djthed\team fortress 2\tf\maps\boo.bsp"
    
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\djthed\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\djthed\team fortress 2\tf" "c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo"
    
    Valve Software - vbsp.exe (Jul  7 2010)
    4 threads
    materialPath: c:\program files (x86)\steam\steamapps\djthed\team fortress 2\tf\materials
    Loading c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.vmf
    material "concrete/computerwall003" not found.
    Material not found!: CONCRETE/COMPUTERWALL003
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    material "concrete/concretewall011" not found.
    Material not found!: CONCRETE/CONCRETEWALL011
    material "concrete/concretewall011c" not found.
    Material not found!: CONCRETE/CONCRETEWALL011C
    material "concrete/computerwall003d" not found.
    Material not found!: CONCRETE/COMPUTERWALL003D
    material "concrete/computerwall002" not found.
    Material not found!: CONCRETE/COMPUTERWALL002
    material "concrete/concretefloor003" not found.
    Material not found!: CONCRETE/CONCRETEFLOOR003
    material "brick/blendcobbletocobblesnow001" not found.
    Material not found!: BRICK/BLENDCOBBLETOCOBBLESNOW001
    material "metal/metaldoor001" not found.
    Material not found!: METAL/METALDOOR001
    material "brick/wall028" not found.
    Material not found!: BRICK/WALL028
    material "pl_barnblitz/blendmetalroofsnow_02" not found.
    Material not found!: PL_BARNBLITZ/BLENDMETALROOFSNOW_02
    material "pl_barnblitz/blendmetalroofsnow_03" not found.
    Material not found!: PL_BARNBLITZ/BLENDMETALROOFSNOW_03
    material "tools/toolsnodraw" not found.
    Material not found!: TOOLS/TOOLSNODRAW
    material "tools/toolsskybox" not found.
    Material not found!: TOOLS/TOOLSSKYBOX
    material "tools/toolstrigger" not found.
    Material not found!: TOOLS/TOOLSTRIGGER
    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)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.prt...Building visibility clusters...
    done (0)
    material "skybox/sky_hydro_01rt" not found.
    Can't load skybox file skybox/sky_hydro_01 to build the default cubemap!
    Can't load skybox file skybox/sky_hydro_01 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
    material "overlays/logo_red_white" not found.
    Building Physics collision data...
    Any ideas on how to fix?
     
    Last edited: Aug 26, 2011
  2. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

    Messages:
    4,769
    Positive Ratings:
    5,536
    Have you restarted Steam? The compilers are reporting they are unable to find stock materials/models, which usually means the Steam filesystem handler has crashed and the compilers can no longer read the GCFs.

    That said, VBSP is crashing during "building physics collision data", which may or may not be caused by the aforementioned problem, thus the fact it never "updates" what you have changed (the new map isn't compiling period).
     
  3. DJTHED

    DJTHED L1: Registered

    Messages:
    9
    Positive Ratings:
    0
    Ok that works.. heh. Thanks.
     
  4. DJTHED

    DJTHED L1: Registered

    Messages:
    9
    Positive Ratings:
    0
    I'm having another problem. I've gotten some more progress on the map, and its happening again, but it's not necessarily the same problem. Restarting Steam doesn't solve this problem this time, and the errors are different.

    Code:
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\djthed\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\djthed\team fortress 2\tf" "c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo"
    
    Valve Software - vbsp.exe (Jul  7 2010)
    4 threads
    materialPath: c:\program files (x86)\steam\steamapps\djthed\team fortress 2\tf\materials
    Loading c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.vmf
    Patching WVT material: maps/boo/brick/blendcobbletocobblesnow001_wvt_patch
    Patching WVT material: maps/boo/pl_barnblitz/blendmetalroofsnow_02_wvt_patch
    Patching WVT material: maps/boo/pl_barnblitz/blendmetalroofsnow_03_wvt_patch
    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...Wrote c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.lin
    Areaportal leak ! File: c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.lin 
    Brush 7556: areaportal brush doesn't touch two areas
    
    Brush 7556: areaportal brush doesn't touch two areas
    done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    done (0)
    writing c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
       skybox/sky_hydro_01*.vmt
     ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
       skybox/sky_hydro_01*.vmt
     ! Run buildcubemaps in the engine to get the correct cube maps.
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\djthed\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\djthed\team fortress 2\tf" "c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo"
    
    Valve Software - vvis.exe (Jul  7 2010)
    4 threads
    reading c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.bsp
    reading c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.prt
     156 portalclusters
     465 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 (1)
    Optimized: 111 visible clusters (0.00%)
    Total clusters visible: 18017
    Average clusters visible: 115
    Building PAS...
    Average clusters audible: 155
    visdatasize:7460  compressed from 7488
    writing c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.bsp
    1 second elapsed
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\djthed\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\djthed\team fortress 2\tf" "c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo"
    
    Valve Software - vrad.exe SSE (Jul  7 2010)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.bsp
    Setting up ray-trace acceleration structure... Done (0.36 seconds)
    437 faces
    524251 square feet [75492224.00 square inches]
    2 Displacements
    6353 Square Feet [914944.00 Square Inches]
    437 patches before subdivision
    10583 patches after subdivision
    sun extent from map=0.087156
    DecompressVis: 0 repeat
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.bsp" "c:\program files (x86)\steam\steamapps\djthed\team fortress 2\tf\maps\boo.bsp"
    
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\djthed\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\djthed\team fortress 2\tf" "c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo"
    
    Valve Software - vbsp.exe (Jul  7 2010)
    4 threads
    materialPath: c:\program files (x86)\steam\steamapps\djthed\team fortress 2\tf\materials
    Loading c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.vmf
    Patching WVT material: maps/boo/brick/blendcobbletocobblesnow001_wvt_patch
    Patching WVT material: maps/boo/pl_barnblitz/blendmetalroofsnow_02_wvt_patch
    Patching WVT material: maps/boo/pl_barnblitz/blendmetalroofsnow_03_wvt_patch
    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...Wrote c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.lin
    Areaportal leak ! File: c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.lin 
    Brush 7556: areaportal brush doesn't touch two areas
    
    Brush 7556: areaportal brush doesn't touch two areas
    done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
       skybox/sky_hydro_01*.vmt
     ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
       skybox/sky_hydro_01*.vmt
     ! Run buildcubemaps in the engine to get the correct cube maps.
    Finding displacement neighbors...
    
     
  5. Karnage

    Karnage L3: Member

    Messages:
    114
    Positive Ratings:
    53
    there's an areaportal leak

    This might be useful for you in future:
    http://www.interlopers.net/errors/
     
  6. DJTHED

    DJTHED L1: Registered

    Messages:
    9
    Positive Ratings:
    0
    I solved the leak, so that error is gone, but I still have the problem.

    Code:
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\djthed\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\djthed\team fortress 2\tf" "c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo"
    
    Valve Software - vbsp.exe (Jul  7 2010)
    4 threads
    materialPath: c:\program files (x86)\steam\steamapps\djthed\team fortress 2\tf\materials
    Loading c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.vmf
    Patching WVT material: maps/boo/brick/blendcobbletocobblesnow001_wvt_patch
    Patching WVT material: maps/boo/pl_barnblitz/blendmetalroofsnow_02_wvt_patch
    Patching WVT material: maps/boo/pl_barnblitz/blendmetalroofsnow_03_wvt_patch
    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...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    done (0)
    writing c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
       skybox/sky_hydro_01*.vmt
     ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
       skybox/sky_hydro_01*.vmt
     ! Run buildcubemaps in the engine to get the correct cube maps.
    Finding displacement neighbors...
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\djthed\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\djthed\team fortress 2\tf" "c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo"
    
    Valve Software - vvis.exe (Jul  7 2010)
    4 threads
    reading c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.bsp
    reading c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.prt
     150 portalclusters
     439 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 (1)
    Optimized: 111 visible clusters (0.00%)
    Total clusters visible: 16547
    Average clusters visible: 110
    Building PAS...
    Average clusters audible: 149
    visdatasize:6875  compressed from 7200
    writing c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.bsp
    1 second elapsed
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\djthed\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\djthed\team fortress 2\tf" "c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo"
    
    Valve Software - vrad.exe SSE (Jul  7 2010)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.bsp
    Setting up ray-trace acceleration structure... Done (0.36 seconds)
    437 faces
    524251 square feet [75492224.00 square inches]
    2 Displacements
    6353 Square Feet [914944.00 Square Inches]
    437 patches before subdivision
    10583 patches after subdivision
    sun extent from map=0.087156
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.bsp" "c:\program files (x86)\steam\steamapps\djthed\team fortress 2\tf\maps\boo.bsp"
    
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\djthed\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\djthed\team fortress 2\tf" "c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo"
    
    Valve Software - vbsp.exe (Jul  7 2010)
    4 threads
    materialPath: c:\program files (x86)\steam\steamapps\djthed\team fortress 2\tf\materials
    Loading c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.vmf
    Patching WVT material: maps/boo/brick/blendcobbletocobblesnow001_wvt_patch
    Patching WVT material: maps/boo/pl_barnblitz/blendmetalroofsnow_02_wvt_patch
    Patching WVT material: maps/boo/pl_barnblitz/blendmetalroofsnow_03_wvt_patch
    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...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    done (0)
    writing c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
       skybox/sky_hydro_01*.vmt
     ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
       skybox/sky_hydro_01*.vmt
     ! Run buildcubemaps in the engine to get the correct cube maps.
    Finding displacement neighbors...
    
     
  7. DJTHED

    DJTHED L1: Registered

    Messages:
    9
    Positive Ratings:
    0
    -Bump-

    I REALLY need to find a solution so i can continue on my map, thanks. My last post has the compile log.
     
  8. gamemaster1996

    gamemaster1996 L13: Stunning Member

    Messages:
    1,065
    Positive Ratings:
    134
    nodraw on terrain surface!

    Description:
    You aren't allowed to have the "tools/nodraw" texture one a displacement.

    Solution:
    There are two possible causes, you accidently covered a displacement face in nodraw or you accidently made a hidden face a displacement. In order to fix it in either cases, uncheck the "auto" visgroup, then check only the "displacements" visgroup. Now, look round the map see if nodraw is anywhere you wanted a real texture. If found open the material browser and find and replace the nodraw texture with any other texture. If there's no vibisible displacement faces with nodraw you'll probably want to destroy them. Open the material browser, check "Only show used textures", select NoDraw and press "Mark". Open up the face edit sheet, and click "Destroy" on the displacement tab.
     
    • Thanks Thanks x 2
  9. DJTHED

    DJTHED L1: Registered

    Messages:
    9
    Positive Ratings:
    0
    OK, thanks for your help!
     
  10. Karnage

    Karnage L3: Member

    Messages:
    114
    Positive Ratings:
    53