Vvis freaked out!

Grubzer

L5: Dapper Member
Jan 3, 2016
203
39
Once upon a time, i've compiled my map, and thais is how it looked like:
ZRUJUo2.jpg

iccr0cE.jpg

gR81PME.jpg

mkt25Qd.jpg

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:

Starting a 'Normal' compile.
Starting compilation of D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_rocky_a1.vmf
Valve Software - vbsp.exe (Feb 13 2017)
8 threads
materialPath: D:\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_rocky_a1.vmf
Patching WVT material: maps/koth_rocky_a1/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/koth_rocky_a1/nature/blendcobblestone_underworld001_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...
Merged 8 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_rocky_a1.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_halloween weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_halloween to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_halloween weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_halloween to build the default cubemap!
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)

Valve Software - vvis.exe (Feb 13 2017)
8 threads
reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_rocky_a1.bsp
reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_rocky_a1.prt
342 portalclusters
799 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 (12)
Optimized: 4 visible clusters (0.00%)
Total clusters visible: 111600
Average clusters visible: 326
Building PAS...
Average clusters audible: 342
visdatasize:32152 compressed from 32832
writing d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_rocky_a1.bsp
12 seconds elapsed
Valve Software - vrad.exe SSE (Feb 13 2017)

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

[56 texlights parsed from 'lights.rad']

Loading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_rocky_a1.bsp
Setting up ray-trace acceleration structure... Done (0.53 seconds)
612 faces
5258225 square feet [757184448.00 square inches]
93 Displacements
17949 Square Feet [2584737.75 Square Inches]
612 patches before subdivision
14966 patches after subdivision
sun extent from map=0.087156
21 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 279896, max 215
transfer lists: 2.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1998, 745, 186)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(75, 27, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(7, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0041 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 7/1024 336/49152 ( 0.7%)
brushes 39/8192 468/98304 ( 0.5%)
brushsides 477/65536 3816/524288 ( 0.7%)
planes 1628/65536 32560/1310720 ( 2.5%)
vertexes 1077/65536 12924/786432 ( 1.6%)
nodes 493/65536 15776/2097152 ( 0.8%)
texinfos 166/12288 11952/884736 ( 1.4%)
texdata 9/2048 288/65536 ( 0.4%)
dispinfos 93/0 16368/0 ( 0.0%)
disp_verts 7021/0 140420/0 ( 0.0%)
disp_tris 11328/0 22656/0 ( 0.0%)
disp_lmsamples 58256/0 58256/0 ( 0.0%)
faces 612/65536 34272/3670016 ( 0.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 318/65536 17808/3670016 ( 0.5%)
leaves 501/65536 16032/2097152 ( 0.8%)
leaffaces 565/65536 1130/131072 ( 0.9%)
leafbrushes 295/65536 590/131072 ( 0.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 4237/512000 16948/2048000 ( 0.8%)
edges 2484/256000 9936/1024000 ( 1.0%)
LDR worldlights 21/8192 1848/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 33/32768 330/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 495/65536 990/131072 ( 0.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 363020/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 32152/16777216 ( 0.2%)
entdata [variable] 11140/393216 ( 2.8%)
LDR ambient table 501/65536 2004/262144 ( 0.8%)
HDR ambient table 501/65536 2004/262144 ( 0.8%)
LDR leaf ambient 1425/65536 39900/1835008 ( 2.2%)
HDR leaf ambient 501/65536 14028/1835008 ( 0.8%)
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] 1/816 ( 0.1%)
pakfile [variable] 393/0 ( 0.0%)
physics [variable] 1315754/4194304 (31.4%)
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 1585
Writing d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_rocky_a1.bsp
4 seconds elapsed
Finding sources of game content...
Found search paths...
Found wildcard path: D:\Steam\SteamApps\common\Team Fortress 2\tf\custom\
Found search path: D:\Steam\SteamApps\common\Team Fortress 2\tf
Found search path: D:\Steam\SteamApps\common\Team Fortress 2\tf\bin
Found search path: D:\Steam\SteamApps\common\Team Fortress 2\tf\download
Reading BSP...
Initializing pak file...
Writing file list...
Running bspzip...
Finished packing!
---------------------
0 materials added
0 models added
0 particle files added
0 sounds added
additional files:
---------------------
File koth_rocky_a1.bsp copied to D:\Steam\SteamApps\common\Team Fortress 2\tf\maps
'Normal' compile finished in 00:00:18
2 errors/warnings logged:
(1) - (Caution) (About skybox)
(2) - (Caution) (About skybox)
 

Attachments

  • koth_rocky_a1.bsp
    2.1 MB · Views: 50
  • koth_rocky_a1.vmf
    2 MB · Views: 60

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
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.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
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.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
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.
 

Grubzer

L5: Dapper Member
Jan 3, 2016
203
39
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.

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

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
but it was ok at first, and my displacement walls are made of 1024*1024 panels
…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.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
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.