VVIS is Crapping the Bed

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Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,341
2 areas of my map that are supposed to be visible from one another aren't being linked in VVIS, causing a leak visual effect. See the video below:
A screenshot of the area in Hammer:
Hammer.png
As you can see, no areaportals or other vis optimization techniques have been used (not here, or anywhere else in the map). The compile log is available below, but there are no strange errors there or in the Hammer problem checker. Although this is a mirrored KOTH map, the same problem does not occur on the other side.
Starting a 'Publish' compile.
Starting compilation of C:\Users\cwriv\Documents\Hammer Maps\koth_cliffside\koth_cliffside_a6.vmf
Valve Software - vbsp.exe (Jun 14 2017)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\cwriv\Documents\Hammer Maps\koth_cliffside\koth_cliffside_a6.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/koth_cliffside_a6/pl_barnblitz/blendmetalroofsnow_02_wvt_patch
Patching WVT material: maps/koth_cliffside_a6/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...
Merged 32 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\cwriv\Documents\Hammer Maps\koth_cliffside\koth_cliffside_a6.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_morningsnow_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_morningsnow_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
Building Physics collision data...
done (1) (245160 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 247 texinfos to 134
Reduced 22 texdatas to 20 (609 bytes to 539)
Writing C:\Users\cwriv\Documents\Hammer Maps\koth_cliffside\koth_cliffside_a6.bsp
Wrote ZIP buffer, estimated size 1216, actual size 1002
1 second elapsed
Valve Software - vvis.exe (Jun 14 2017)
4 threads
reading c:\users\cwriv\documents\hammer maps\koth_cliffside\koth_cliffside_a6.bsp
reading c:\users\cwriv\documents\hammer maps\koth_cliffside\koth_cliffside_a6.prt
408 portalclusters
1230 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 (8)
Optimized: 795 visible clusters (1.17%)
Total clusters visible: 68153
Average clusters visible: 167
Building PAS...
Average clusters audible: 372
visdatasize:40819 compressed from 45696
writing c:\users\cwriv\documents\hammer maps\koth_cliffside\koth_cliffside_a6.bsp
8 seconds elapsed
Valve Software - vrad.exe SSE (Jun 14 2017)

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

[56 texlights parsed from 'lights.rad']

Loading c:\users\cwriv\documents\hammer maps\koth_cliffside\koth_cliffside_a6.bsp
Setting up ray-trace acceleration structure... Done (3.30 seconds)
1644 faces
520683 square feet [74978432.00 square inches]
4 Displacements
556 Square Feet [80159.86 Square Inches]
1644 patches before subdivision
45916 patches after subdivision
sun extent from map=0.422618
66 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (105)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (4)
transfers 4093823, max 359
transfer lists: 31.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(391934, 243391, 154841)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(47366, 22608, 13526)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(6060, 2145, 1237)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(813, 209, 118)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(113, 21, 12)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(16, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0205 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (2)
Writing leaf ambient...done
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (3)

Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 34/1024 1632/49152 ( 3.3%)
brushes 611/8192 7332/98304 ( 7.5%)
brushsides 4736/65536 37888/524288 ( 7.2%)
planes 2644/65536 52880/1310720 ( 4.0%)
vertexes 3092/65536 37104/786432 ( 4.7%)
nodes 1075/65536 34400/2097152 ( 1.6%)
texinfos 134/12288 9648/884736 ( 1.1%)
texdata 20/2048 640/65536 ( 1.0%)
dispinfos 4/0 704/0 ( 0.0%)
disp_verts 100/0 2000/0 ( 0.0%)
disp_tris 128/0 256/0 ( 0.0%)
disp_lmsamples 4016/0 4016/0 ( 0.0%)
faces 1644/65536 92064/3670016 ( 2.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1080/65536 60480/3670016 ( 1.6%)
leaves 1110/65536 35520/2097152 ( 1.7%)
leaffaces 2118/65536 4236/131072 ( 3.2%)
leafbrushes 1197/65536 2394/131072 ( 1.8%)
areas 4/256 32/2048 ( 1.6%)
surfedges 12293/512000 49172/2048000 ( 2.4%)
edges 7288/256000 29152/1024000 ( 2.8%)
LDR worldlights 66/8192 5808/720896 ( 0.8%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 200/32768 2000/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3594/65536 7188/131072 ( 5.5%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 991652/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 40819/16777216 ( 0.2%)
entdata [variable] 67066/393216 (17.1%)
LDR ambient table 1110/65536 4440/262144 ( 1.7%)
HDR ambient table 1110/65536 4440/262144 ( 1.7%)
LDR leaf ambient 6252/65536 175056/1835008 ( 9.5%)
HDR leaf ambient 1110/65536 31080/1835008 ( 1.7%)
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] 1/10120 ( 0.0%)
pakfile [variable] 436732/0 ( 0.0%)
physics [variable] 245160/4194304 ( 5.8%)
physics terrain [variable] 508/1048576 ( 0.0%)

Level flags = 1

Total triangle count: 4696
Writing c:\users\cwriv\documents\hammer maps\koth_cliffside\koth_cliffside_a6.bsp
1 minute, 59 seconds elapsed
C:\Users\cwriv\Documents\Hammer Maps\koth_cliffside\koth_cliffside_a6.bsp -> C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_cliffside_a6.bsp
1 File(s) copied

CompilePal - Cubemap Generator
Detecting HDR levels...
Map requires one set of cubemaps
Compiling cubemaps...
Cubemaps compiled

CompilePal - Automated Packaging
Finding sources of game content...
Found search paths...
Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\custom\
Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf
Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\bin
Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\download
Reading BSP...
Initializing pak file...
Writing file list...
Running bspzip...
Finished!
---------------------
3 materials found
2 models found
0 particle files found
0 sounds found
additional files:
---------------------

Valve Software - bspzip.exe (Jun 14 2017)
Repacking C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_cliffside_a6.bsp
Successfully repacked C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_cliffside_a6.bsp -- 2976912 -> 894176 bytes
Command line: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbspinfo.exe" "-treeinfo" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_cliffside_a6.bsp"

reading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_cliffside_a6.bsp (894176)
ValidateLump: odd size for lump 14'Publish' compile finished in 00:03:45
2 errors/warnings logged:
(1) - Can't load skybox file [sub:1] to build the default cubemap! (Caution)
(2) - Can't load skybox file [sub:1] to build the default cubemap! (Caution)
 
Last edited:

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,341

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,341
Bump, I would really like some help with this.
 
Mar 23, 2013
1,015
Try redoing the brushes in the area. Judging from the screenshot they look kinda weird anyway, like you made four small narrow brushes in places that could be done with a single brush.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,341
Try redoing the brushes in the area. Judging from the screenshot they look kinda weird anyway, like you made four small narrow brushes in places that could be done with a single brush.
Thanks, deleting the brushwork in that area and copying it from the other side miraculously worked...