Was working on my map and came across this ghost ramp that doesn't appear in hammer or have a hitbox. Managed to see a hall of mirrors through it, but it says no leaks. Uh, help?
This can happen if you apply the skip texture to a normal brush. Check to make sure the brush doesn't have skip somewhere on it.
Sure. I did check inerlopers btw. ** 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\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.vmf" Valve Software - vbsp.exe (Aug 2 2018) 4 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\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar 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... done (0) writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.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... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (89407 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 232 texinfos to 134 Reduced 25 texdatas to 24 (566 bytes to 548) Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp Wrote ZIP buffer, estimated size 105905, actual size 105691 1 second elapsed ** 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\sourcesdk_content\tf\mapsrc\pl_indaclash_a1" Valve Software - vvis.exe (Aug 2 2018) 4 threads reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.prt 155 portalclusters 317 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: 42 visible clusters (0.60%) Total clusters visible: 6957 Average clusters visible: 44 Building PAS... Average clusters audible: 107 visdatasize:6446 compressed from 7440 writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp 0 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\sourcesdk_content\tf\mapsrc\pl_indaclash_a1" Valve Software - vrad.exe SSE (Jul 18 2018) Valve Radiosity Simulator 4 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\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp Setting up ray-trace acceleration structure... Done (0.69 seconds) 896 faces 209042 square feet [30102086.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 896 patches before subdivision 24582 patches after subdivision sun extent from map=0.000000 109 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (12) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3) transfers 2404461, max 375 transfer lists: 18.3 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(329583, 239740, 184498) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(54369, 31953, 25556) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(9855, 4520, 3758) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(1862, 637, 553) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(377, 92, 83) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(80, 13, 13) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(18, 2, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(4, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0150 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3) 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 (3) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 30/1024 1440/49152 ( 2.9%) brushes 240/8192 2880/98304 ( 2.9%) brushsides 1470/65536 11760/524288 ( 2.2%) planes 718/65536 14360/1310720 ( 1.1%) vertexes 1528/65536 18336/786432 ( 2.3%) nodes 582/65536 18624/2097152 ( 0.9%) texinfos 134/12288 9648/884736 ( 1.1%) texdata 24/2048 768/65536 ( 1.2%) 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 896/65536 50176/3670016 ( 1.4%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 557/65536 31192/3670016 ( 0.8%) leaves 613/65536 19616/2097152 ( 0.9%) leaffaces 1026/65536 2052/131072 ( 1.6%) leafbrushes 428/65536 856/131072 ( 0.7%) areas 2/256 16/2048 ( 0.8%) surfedges 6536/512000 26144/2048000 ( 1.3%) edges 3821/256000 15284/1024000 ( 1.5%) LDR worldlights 109/8192 9592/720896 ( 1.3%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 99/32768 990/327680 ( 0.3%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1728/65536 3456/131072 ( 2.6%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 10/512 3520/180224 ( 2.0%) LDR lightdata [variable] 478308/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 6446/16777216 ( 0.0%) entdata [variable] 109269/393216 (27.8%) LDR ambient table 613/65536 2452/262144 ( 0.9%) HDR ambient table 613/65536 2452/262144 ( 0.9%) LDR leaf ambient 2260/65536 63280/1835008 ( 3.4%) HDR leaf ambient 613/65536 17164/1835008 ( 0.9%) 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] 1/5944 ( 0.0%) pakfile [variable] 105691/0 ( 0.0%) physics [variable] 89407/4194304 ( 2.1%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 2527 Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp 21 seconds elapsed Valve Software - vrad.exe SSE (Jul 18 2018) Valve Radiosity Simulator 4 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\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp Setting up ray-trace acceleration structure... Done (0.70 seconds) 896 faces 209042 square feet [30102086.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 896 patches before subdivision 24582 patches after subdivision sun extent from map=0.000000 109 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3) transfers 2404461, max 375 transfer lists: 18.3 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(1988, 1587, 1164) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(299, 220, 166) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(49, 32, 25) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(8, 5, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0150 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3) 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 Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 30/1024 1440/49152 ( 2.9%) brushes 240/8192 2880/98304 ( 2.9%) brushsides 1470/65536 11760/524288 ( 2.2%) planes 718/65536 14360/1310720 ( 1.1%) vertexes 1528/65536 18336/786432 ( 2.3%) nodes 582/65536 18624/2097152 ( 0.9%) texinfos 134/12288 9648/884736 ( 1.1%) texdata 24/2048 768/65536 ( 1.2%) 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 896/65536 50176/3670016 ( 1.4%) hdr faces 896/65536 50176/3670016 ( 1.4%) origfaces 557/65536 31192/3670016 ( 0.8%) leaves 613/65536 19616/2097152 ( 0.9%) leaffaces 1026/65536 2052/131072 ( 1.6%) leafbrushes 428/65536 856/131072 ( 0.7%) areas 2/256 16/2048 ( 0.8%) surfedges 6536/512000 26144/2048000 ( 1.3%) edges 3821/256000 15284/1024000 ( 1.5%) LDR worldlights 109/8192 9592/720896 ( 1.3%) HDR worldlights 109/8192 9592/720896 ( 1.3%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 99/32768 990/327680 ( 0.3%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1728/65536 3456/131072 ( 2.6%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 10/512 3520/180224 ( 2.0%) LDR lightdata [variable] 478308/0 ( 0.0%) HDR lightdata [variable] 478308/0 ( 0.0%) visdata [variable] 6446/16777216 ( 0.0%) entdata [variable] 109269/393216 (27.8%) LDR ambient table 613/65536 2452/262144 ( 0.9%) HDR ambient table 613/65536 2452/262144 ( 0.9%) LDR leaf ambient 2260/65536 63280/1835008 ( 3.4%) HDR leaf ambient 820/65536 22960/1835008 ( 1.3%) 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] 1/5944 ( 0.0%) pakfile [variable] 105691/0 ( 0.0%) physics [variable] 89407/4194304 ( 2.1%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 2527 Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp 12 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_indaclash_a1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_indaclash_a1.bsp"
Did alt+p menu say anything? If not, hide ramp that leads up to that anomaly, patch up possible leaks, and compile. Does this strange thing remain?