What the hell is this thing?

Discussion in 'Mapping Questions & Discussion' started by chrisamundo, May 11, 2019.

  1. chrisamundo

    chrisamundo L2: Junior Member

    Messages:
    63
    Positive Ratings:
    7
    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? 20190511235054_1.jpg 20190511235131_1.jpg 20190511235105_1.jpg 20190511235138_1.jpg
     
  2. Grubzer

    Grubzer L5: Dapper Member

    Messages:
    204
    Positive Ratings:
    39
    Probably microbrush, or invalid solid. Can you post your compile log here?
     
  3. Grubzer

    Grubzer L5: Dapper Member

    Messages:
    204
    Positive Ratings:
    39
    Also, while in hammer, press Alt+P to open map problems window, and look for Invalid solid errors
     
  4. Da Spud Lord

    aa Da Spud Lord Occasionally I make maps

    Messages:
    1,290
    Positive Ratings:
    858
    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.
     
  5. chrisamundo

    chrisamundo L2: Junior Member

    Messages:
    63
    Positive Ratings:
    7
    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"
     
  6. Grubzer

    Grubzer L5: Dapper Member

    Messages:
    204
    Positive Ratings:
    39
    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?
     
    • Thanks Thanks x 1
  7. chrisamundo

    chrisamundo L2: Junior Member

    Messages:
    63
    Positive Ratings:
    7
    No, it's gone. anything more?
     
  8. Grubzer

    Grubzer L5: Dapper Member

    Messages:
    204
    Positive Ratings:
    39
    So, looks like problem is in this ramp, so redo it, and it should be ok
     
  9. chrisamundo

    chrisamundo L2: Junior Member

    Messages:
    63
    Positive Ratings:
    7
    It's gone, thanks!
     
    • Like Like x 2