Yet another black checkerboard lovely thread

Discussion in 'Mapping Questions & Discussion' started by Georgyboy, Nov 24, 2010.

  1. Georgyboy

    Georgyboy L1: Registered

    Messages:
    4
    Positive Ratings:
    0
    Hi to everybody and first of all thank you all for the useful infos I have been able to gather while working on my first map.

    I have been looking around the forum, abusing the search options to find a working solutions to the "shadowy checkerboard" issue, but I have not been able to find a working method to get rid of this annoyance.

    From what I understood so far, looking at the few topics on the issue, it is not a matter of cubemaps. In fact, I think they actually are working properly on my map. Reflective surfaces have not anymore the pink/black checkerboard texture once I load the cubemaps, but the checkerboard shadows still stay.

    The material that is affected is the "blendground_canyon" from Valve's default array, and the faulty shadows only appear on surfaces part where I increased the alpha via the displacements' "paint alpha" tool.

    After reading about a similar problem I tried to switch to another texture (blendgroundtograve002) but the problem still stays.

    I tried to put a shadow_control entity but nothing changed.
    Same results by changing the yaw/pitch of the light_environment.
    Dynamic shadows seems to work properly.
    I am not even sure if this problem has anything to do with lighting at all...

    I checked for leaks between displacements but almost all of them are sewn and I couldn't see anything of souspicious.

    As far as I can understand both VVIS and VRAD do not report any error, and so does BSP except for those lines and a couple of warnings:

    Valve Software - vbsp.exe (Jul 7 2010)
    4 threads
    materialPath: c:\program files (x86)\steam\steamapps\georgyboy900\team fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\steamapps\georgyboy900\sourcesdk_content\tf\mapsrc\koth_bunker_ending.vmf
    Patching WVT material: maps/koth_bunker_ending/brick/blendcobbletocobblesnow001_wvt_patch
    Patching WVT material: maps/koth_bunker_ending/nature/blendgroundtograss001_wvt_patch
    Patching WVT material: maps/koth_bunker_ending/nature/blendrockground004_wvt_patch
    Patching WVT material: maps/koth_bunker_ending/nature/blendground_canyon_wvt_patch
    Patching WVT material: maps/koth_bunker_ending/nature/blendgroundtograss005_wvt_patch
    fixing up env_cubemap materials on brush sides...

    Could the problem be related to the former lines? If so, what can I do to fix it?

    My complete compile log follows as well as pics taken from the compiled map.

    Thanks in advance, hoping that this could be helpful for others as well.


    Code:
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\georgyboy900\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\georgyboy900\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\georgyboy900\sourcesdk_content\tf\mapsrc\koth_bunker_backup.vmf"
    
    Valve Software - vbsp.exe (Jul  7 2010)
    4 threads
    materialPath: c:\program files (x86)\steam\steamapps\georgyboy900\team fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\steamapps\georgyboy900\sourcesdk_content\tf\mapsrc\koth_bunker_backup.vmf
    Patching WVT material: maps/koth_bunker_backup/brick/blendcobbletocobblesnow001_wvt_patch
    Patching WVT material: maps/koth_bunker_backup/nature/blendgroundtograss001_wvt_patch
    Patching WVT material: maps/koth_bunker_backup/nature/blendrockground004_wvt_patch
    Patching WVT material: maps/koth_bunker_backup/nature/blendground_canyon_wvt_patch
    Patching WVT material: maps/koth_bunker_backup/nature/blendgroundtograss005_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 (1)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 476 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    done (0)
    writing C:\Program Files (x86)\Steam\steamapps\georgyboy900\sourcesdk_content\tf\mapsrc\koth_bunker_backup.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    Warning: overflowed 2 displacement corner-neighbor lists.Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Building Physics collision data...
    done (0) (580141 bytes)
    Error loading studio model ""!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 3386 texinfos to 1979
    Reduced 173 texdatas to 145 (5650 bytes to 4592)
    Writing C:\Program Files (x86)\Steam\steamapps\georgyboy900\sourcesdk_content\tf\mapsrc\koth_bunker_backup.bsp
    21 seconds elapsed
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\georgyboy900\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\georgyboy900\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\georgyboy900\sourcesdk_content\tf\mapsrc\koth_bunker_backup"
    
    Valve Software - vvis.exe (Jul  7 2010)
    4 threads
    reading c:\program files (x86)\steam\steamapps\georgyboy900\sourcesdk_content\tf\mapsrc\koth_bunker_backup.bsp
    reading c:\program files (x86)\steam\steamapps\georgyboy900\sourcesdk_content\tf\mapsrc\koth_bunker_backup.prt
    1122 portalclusters
    3254 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 (226)
    Optimized: 7378 visible clusters (0.00%)
    Total clusters visible: 505484
    Average clusters visible: 450
    Building PAS...
    Average clusters audible: 1085
    visdatasize:295032  compressed from 323136
    writing c:\program files (x86)\steam\steamapps\georgyboy900\sourcesdk_content\tf\mapsrc\koth_bunker_backup.bsp
    3 minutes, 46 seconds elapsed
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\georgyboy900\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters:  -game "c:\program files (x86)\steam\steamapps\georgyboy900\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\georgyboy900\sourcesdk_content\tf\mapsrc\koth_bunker_backup"
    
    Valve Software - vrad.exe SSE (Jul  7 2010)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:\program files (x86)\steam\steamapps\georgyboy900\sourcesdk_content\tf\mapsrc\koth_bunker_backup.bsp
    Setting up ray-trace acceleration structure... Done (7.91 seconds)
    5960 faces
    1108095 square feet [159565744.00 square inches]
    320 Displacements
    430674 Square Feet [62017196.00 Square Inches]
    5960 patches before subdivision
    108062 patches after subdivision
    99 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (46)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (55)
    transfers 8990848, max 661
    transfer lists:  68.6 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #1 added RGB(1252689, 724493, 467668)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #2 added RGB(225883, 105241, 65230)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #3 added RGB(54805, 23634, 14351)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #4 added RGB(14835, 6365, 3715)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #5 added RGB(4573, 1924, 1045)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #6 added RGB(1504, 605, 305)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #7 added RGB(519, 195, 92)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #8 added RGB(184, 64, 28)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #9 added RGB(66, 21, 9)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #10 added RGB(24, 7, 3)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #11 added RGB(9, 2, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #12 added RGB(3, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #13 added RGB(1, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #14 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.1021 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (19)
    FinalLightFace Done
    Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (20)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                  16/1024          768/49152    ( 1.6%) 
    brushes               1635/8192        19620/98304    (20.0%) 
    brushsides           11045/65536       88360/524288   (16.9%) 
    planes                4638/65536       92760/1310720  ( 7.1%) 
    vertexes             10981/65536      131772/786432   (16.8%) 
    nodes                 2044/65536       65408/2097152  ( 3.1%) 
    texinfos              1979/12288      142488/884736   (16.1%) 
    texdata                145/2048         4640/65536    ( 7.1%) 
    dispinfos              320/0           56320/0        ( 0.0%) 
    disp_verts            8672/0          173440/0        ( 0.0%) 
    disp_tris            11392/0           22784/0        ( 0.0%) 
    disp_lmsamples     1540992/0         1540992/0        ( 0.0%) 
    faces                 5960/65536      333760/3670016  ( 9.1%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces             4675/65536      261800/3670016  ( 7.1%) 
    leaves                2061/65536       65952/2097152  ( 3.1%) 
    leaffaces             8362/65536       16724/131072   (12.8%) 
    leafbrushes           4550/65536        9100/131072   ( 6.9%) 
    areas                   11/256            88/2048     ( 4.3%) 
    surfedges            49803/512000     199212/2048000  ( 9.7%) 
    edges                33328/256000     133312/1024000  (13.0%) 
    LDR worldlights         99/8192         8712/720896   ( 1.2%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips           1132/32768       11320/327680   ( 3.5%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices         21357/65536       42714/131072   (32.6%) 
    cubemapsamples         198/1024         3168/16384    (19.3%) 
    overlays                65/512         22880/180224   (12.7%) 
    LDR lightdata         [variable]     9308916/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]      295032/16777216 ( 1.8%) 
    entdata               [variable]       86784/393216   (22.1%) 
    LDR ambient table     2061/65536        8244/262144   ( 3.1%) 
    HDR ambient table     2061/65536        8244/262144   ( 3.1%) 
    LDR leaf ambient     12856/65536      359968/1835008  (19.6%) 
    HDR leaf ambient      2061/65536       57708/1835008  ( 3.1%) 
    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]           1/407676   ( 0.0%) 
    dtl prp lght          [variable]           1/4        (25.0%) 
    HDR dtl prp lght      [variable]           1/4        (25.0%) 
    static props          [variable]           1/59960    ( 0.0%) 
    pakfile               [variable]       19980/0        ( 0.0%) 
    physics               [variable]      580141/4194304  (13.8%) 
    physics terrain       [variable]       66228/1048576  ( 6.3%) 
    
    Level flags = 0
    
    Total triangle count: 19093
    Writing c:\program files (x86)\steam\steamapps\georgyboy900\sourcesdk_content\tf\mapsrc\koth_bunker_backup.bsp
    2 minutes, 41 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\georgyboy900\sourcesdk_content\tf\mapsrc\koth_bunker_backup.bsp" "c:\program files (x86)\steam\steamapps\georgyboy900\team fortress 2\tf\maps\koth_bunker_backup.bsp"
    
    
    ** Executing...
    ** Command: c:\program files (x86)\steam\steam.exe
    ** Parameters: -applaunch 440 -game "c:\program files (x86)\steam\steamapps\georgyboy900\team fortress 2\tf"  +map "koth_bunker_backup"
    
     
  2. Lancey

    aa Lancey Currently On: ?????

    Messages:
    3,076
    Positive Ratings:
    1,314
    It's the texture. The bumpmap it references doesn't exist.
     
    • Thanks Thanks x 1
  3. nik

    nik L12: Fabulous Member

    Messages:
    987
    Positive Ratings:
    246
    To summarize what nerd said..

    You can't use that one unless you like those black boxes. Basically it's a stupid move on valve's part, because it's a texture that's in there and you can't really use it.
     
    • Thanks Thanks x 1
  4. Georgyboy

    Georgyboy L1: Registered

    Messages:
    4
    Positive Ratings:
    0
    Great, now it works properly! Thanks!