Vvis freaked out!

Discussion in 'Mapping Questions & Discussion' started by Grubzer, Apr 3, 2017.

  1. Grubzer

    Grubzer L4: Comfortable Member

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    Once upon a time, i've compiled my map, and thais is how it looked like:
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    So, it looks like vvis freaked out and done something crazy to visleafs. But it is not all

    Lets look at map in hammer:
    upload_2017-4-3_23-54-55.png
    As you can see, there are stone walls around my map, and they've stopped rendering and compiling after i used cordon tool, and compiled my map in Compile Pal. Now even if cordon tool is disabled, and cordon move somewhere, it compiles only inside old cordon bounds

    That's how i tried to fix it:
    -Remove cordon section from vmf in Notepad++
    -Compiling through hammer
    -Moving cordon around

    Idk what is happening... Help me please!

    Log:

     

    Attached Files:

  2. Crowbar

    aa Crowbar perfektoberfest

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    Are you sure the changes you make to the map get also applied? Might very well be that the VBSP fails due to fatal errors such as entity displacements, and simply doesn't update your BSP.
     
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  3. Grubzer

    Grubzer L4: Comfortable Member

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    log says that everything is ok, but they are not applying...
     
  4. killohurtz

    aa killohurtz Distinction in Applied Carving

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    Code:
    Bad surface extents point: -3840.007813 1536.000000 3584.000000
    Bad surface extents point: -2304.007813 1331.200684 4608.000000
    Bad surface extents point: -665.605469 2969.601563 4608.000000
    Bad surface extents point: -1792.003906 3584.000000 3584.000000
    Bad surface extents - surface is too big to have a lightmap
        material NATURE/BLENDCOBBLESTONE_UNDERWORLD001 around point (-2150.4 2355.2 4096.0)
        (dimension: 0, 137>126)
    Yeah, this isn't vvis. At least one of your displacements is so massive that the engine doesn't know what to do with it. If you need cliff walls this big, you should consider moving them to a 3D skybox.
     
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  5. Crowbar

    aa Crowbar perfektoberfest

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    Yeah... There can only be a maximum of 32x32 lightmap grid per face, and if a face exceeds that, VBSP cuts it, which is clearly not doable with displacements.
     
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  6. Grubzer

    Grubzer L4: Comfortable Member

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    but it was ok at first, and my displacement walls are made of 1024*1024 panels
     
  7. Crowbar

    aa Crowbar perfektoberfest

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    …Only at first. For me, when there are fatal errors, VBSP had always been compiling with them and then completely refuse to update.
    Edit: with standard grid size, the maximum size a displacement can be is 512x512.
     
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  8. killohurtz

    aa killohurtz Distinction in Applied Carving

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    Well...you can't really argue with the compiler. Those coordinates point directly to one of the displacements around the top edge of your cliffs, so there's no mistake. I strongly recommend looking into a 3D skybox to do your cliff walls; it takes a bit more work to set up, but the result will be cheaper to compile and render, and it can still be blended seamlessly with the map if you configure lightmaps and fog correctly.
     
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  9. Grubzer

    Grubzer L4: Comfortable Member

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    So, i moved entire map in another vmf, made displacement roof a bit less stretched, and looks like it fixed it... for now...
    )

    Thank you)