Disappearing brushes & env_cubemaps

Any aspects of level design for the Source engine.

Disappearing brushes & env_cubemaps

Postby abenito206 on Wed Jul 02, 2014 11:12 pm

It seems I managed to stump Facepunch with this one.

Started a map a while back and stopped...decided to pick it back up the other day and I'm running into some issues. In game, various brushes are disappearing depending on where you walk in the map for some reason that is beyond my understanding. In addition to this, env_cubemaps are not causing the water texture I have in place to be very reflective in comparison to how it was. Before, the surface of the water was still and looked damn near close to a mirror which was beautiful however now it's barely reflective and wavy. (I'm using liquids/water_pretty1, yes I have a water.lod.control, yes I have a cubemap 64 units above the center of each water brush, and yes I did type buildcubemaps as well as mat_reloadallmaterials in console.) There are no leaks that I am aware of despite looking through the compile log and even running it through interlopers compile log checker to be double sure. Visleafs probably aren't the issue as I tried compiling with vvis disabled and it still happens as far as the disappearing brushes go. Hear are the portal file screenshots too. If anybody has any ideas, please help. Will post obligatory compile log and error video.

Error Video
http://youtu.be/hw6FNHhtUaM

Portal File Screenshots
Image
Image
Image

Compile Log - Compiled in vbct

-------------- Start Compile BSP ----------------
VBSP Started, Please Wait!

VBSP: C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vbsp.exe -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\SteamApps\abenito206\sourcesdk_content\cstrike\mapsrc\Portfolio_map"

Valve Software - vbsp.exe (May 15 2014)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike\materials
Loading C:\Program Files (x86)\Steam\SteamApps\abenito206\sourcesdk_content\cstrike\mapsrc\Portfolio_map.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop door for material DE_TIDES/TIDES_STORAGEDOOR, using default
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/portfolio_map/gmod_tower/minigolf/blend_grass_dirt_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 10066 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (3)
writing C:\Program Files (x86)\Steam\SteamApps\abenito206\sourcesdk_content\cstrike\mapsrc\Portfolio_map.prt...Building visibility clusters...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky02*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky02*.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 (1) (1196119 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...Material GMOD_TOWER/MINIGOLF/BLEND_GRASS_DIRT uses unknown detail object type alley_grass1!
Material GMOD_TOWER/MINIGOLF/BLEND_GRASS_DIRT uses unknown detail object type alley_grass1!
Material GMOD_TOWER/MINIGOLF/BLEND_GRASS_DIRT uses unknown detail object type alley_grass1!
Material GMOD_TOWER/MINIGOLF/BLEND_GRASS_DIRT uses unknown detail object type alley_grass1!
Material GMOD_TOWER/MINIGOLF/BLEND_GRASS_DIRT uses unknown detail object type alley_grass1!
Material GMOD_TOWER/MINIGOLF/BLEND_GRASS_DIRT uses unknown detail object type alley_grass1!
Material GMOD_TOWER/MINIGOLF/BLEND_GRASS_DIRT uses unknown detail object type alley_grass1!
Material GMOD_TOWER/MINIGOLF/BLEND_GRASS_DIRT uses unknown detail object type alley_grass1!
Material GMOD_TOWER/MINIGOLF/BLEND_GRASS_DIRT uses unknown detail object type alley_grass1!
Material GMOD_TOWER/MINIGOLF/BLEND_GRASS_DIRT uses unknown detail object type alley_grass1!
10
Compacting texture/material tables...
Reduced 3690 texinfos to 3058
Reduced 50 texdatas to 44 (1380 bytes to 1129)
Writing C:\Program Files (x86)\Steam\SteamApps\abenito206\sourcesdk_content\cstrike\mapsrc\Portfolio_map.bsp
23 seconds elapsed

Compile Complete for this module.
VBSP Completed: Wednesday, July 2, 2014, 1:22:30 PM
VBSP: Placing detail props : 0...1...2...3...4...5...6...7...8...9...Material GMOD_TOWER/MINIGOLF/BLEND_GRASS_DIRT uses unknown detail object type alley_grass1!
VBSP: Material GMOD_TOWER/MINIGOLF/BLEND_GRASS_DIRT uses unknown detail object type alley_grass1!
VBSP: Material GMOD_TOWER/MINIGOLF/BLEND_GRASS_DIRT uses unknown detail object type alley_grass1!
VBSP: Material GMOD_TOWER/MINIGOLF/BLEND_GRASS_DIRT uses unknown detail object type alley_grass1!
VBSP: Material GMOD_TOWER/MINIGOLF/BLEND_GRASS_DIRT uses unknown detail object type alley_grass1!
VBSP: Material GMOD_TOWER/MINIGOLF/BLEND_GRASS_DIRT uses unknown detail object type alley_grass1!
VBSP: Material GMOD_TOWER/MINIGOLF/BLEND_GRASS_DIRT uses unknown detail object type alley_grass1!
VBSP: Material GMOD_TOWER/MINIGOLF/BLEND_GRASS_DIRT uses unknown detail object type alley_grass1!
VBSP: Material GMOD_TOWER/MINIGOLF/BLEND_GRASS_DIRT uses unknown detail object type alley_grass1!
VBSP: Material GMOD_TOWER/MINIGOLF/BLEND_GRASS_DIRT uses unknown detail object type alley_grass1!
VBSP: Compile time: 23 seconds elapsed

-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!

VVIS: C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vvis.exe -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\SteamApps\abenito206\sourcesdk_content\cstrike\mapsrc\Portfolio_map"

Valve Software - vvis.exe (May 15 2014)
4 threads
reading c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\Portfolio_map.bsp
reading c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\Portfolio_map.prt
346 portalclusters
1171 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 (75)
Optimized: 64 visible clusters (0.06%)
Total clusters visible: 114320
Average clusters visible: 330
Building PAS...
Average clusters audible: 346
visdatasize:33260 compressed from 33216
writing c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\Portfolio_map.bsp
1 minute, 15 seconds elapsed

Compile Complete for this module.
VVIS Completed: Wednesday, July 2, 2014, 1:23:47 PM
VVIS: Compile time: 1 minute, 15 seconds elapsed

-------------- Start Compile VRAD ----------------
VRAD Started, Please Wait!

VRAD: C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\vrad.exe -game "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\SteamApps\abenito206\sourcesdk_content\cstrike\mapsrc\Portfolio_map"

Valve Software - vrad.exe SSE (May 14 2014)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\Portfolio_map.bsp
Setting up ray-trace acceleration structure... Done (5.28 seconds)
17665 faces
98 degenerate faces
1608661 square feet [231647312.00 square inches]
17 Displacements
347095 Square Feet [49981712.00 Square Inches]
17567 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
59051 patches after subdivision
sun extent from map=0.087156
38 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (35)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (114)
transfers 16671589, max 3533
transfer lists: 127.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(487806, 183888, 109730)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(56511, 18010, 7615)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(14437, 4065, 1120)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(4262, 1060, 192)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1382, 297, 37)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(455, 84, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(152, 24, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(51, 7, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(17, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(6, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0401 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (36)
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 (14)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 10/1024 480/49152 ( 1.0%)
brushes 2801/8192 33612/98304 (34.2%)
brushsides 45459/65536 363672/524288 (69.4%)
planes 59596/65536 1191920/1310720 (90.9%) VERY FULL!
vertexes 32577/65536 390924/786432 (49.7%)
nodes 833/65536 26656/2097152 ( 1.3%)
texinfos 3058/12288 220176/884736 (24.9%)
texdata 44/2048 1408/65536 ( 2.1%)
dispinfos 17/0 2992/0 ( 0.0%)
disp_verts 1377/0 27540/0 ( 0.0%)
disp_tris 2176/0 4352/0 ( 0.0%)
disp_lmsamples 445388/0 445388/0 ( 0.0%)
faces 17665/65536 989240/3670016 (27.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 14605/65536 817880/3670016 (22.3%)
leaves 844/65536 27008/2097152 ( 1.3%)
leaffaces 22741/65536 45482/131072 (34.7%)
leafbrushes 4507/65536 9014/131072 ( 6.9%)
areas 2/256 16/2048 ( 0.8%)
surfedges 153729/512000 614916/2048000 (30.0%)
edges 88752/256000 355008/1024000 (34.7%)
LDR worldlights 38/8192 3344/720896 ( 0.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 2118/32768 21180/327680 ( 6.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 41166/65536 82332/131072 (62.8%)
cubemapsamples 3/1024 48/16384 ( 0.3%)
overlays 63/512 22176/180224 (12.3%)
LDR lightdata [variable] 3666836/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 33260/16777216 ( 0.2%)
entdata [variable] 27743/393216 ( 7.1%)
LDR ambient table 844/65536 3376/262144 ( 1.3%)
HDR ambient table 844/65536 3376/262144 ( 1.3%)
LDR leaf ambient 4466/65536 125048/1835008 ( 6.8%)
HDR leaf ambient 844/65536 23632/1835008 ( 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] 1/22892 ( 0.0%)
pakfile [variable] 329980/0 ( 0.0%)
physics [variable] 1196119/4194304 (28.5%)
physics terrain [variable] 5439/1048576 ( 0.5%)

Level flags = 0

Total triangle count: 55965
Writing c:\program files (x86)\steam\steamapps\abenito206\sourcesdk_content\cstrike\mapsrc\Portfolio_map.bsp
3 minutes, 26 seconds elapsed

Compile Complete for this module.
VRAD Completed: Wednesday, July 2, 2014, 1:27:16 PM
VRAD: planes 59596/65536 1191920/1310720 (90.9%) VERY FULL!
VRAD --> WARNING - Max Limit Approach!
VRAD: Compile time: 3 minutes, 26 seconds elapsed

One Line Summary: 7/2/2014 1:27:16 PM, Portfolio_map.vmf, Counter-Strike: Source, normal , normal, normal, 00:00:24, 00:01:16, 00:03:28, 00:05:10
History.csv was updated.

Compile Summary - job mode: FULL
Map Name: Portfolio_map.vmf
VBSP - mode:normal , 23 seconds, 00:00:24 elapsed
VVIS - mode:normal, 1 minute, 15 seconds, 00:01:16 elapsed
VRAD - mode:normal, 3 minutes, 26 seconds(LDR), n/a(HDR), 00:03:28 elapsed
Total Compile time: 00:05:10
abenito206
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Re: Disappearing brushes & env_cubemaps

Postby Vicpop on Wed Jul 02, 2014 11:44 pm

Have you tried testing it without your hint brushes? Do you see anything in the console when stuff disappears that suggests the engine is having trouble rendering everything?
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Re: Disappearing brushes & env_cubemaps

Postby abenito206 on Wed Jul 02, 2014 11:47 pm

Nothing seemed strange in console and as for hint brushes...I could try. In fact, I'll do that and see if it works. Though I am a bit dubious. They weren't an issue before, but hey -- if it works, I'm not complaining lol.
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Re: Disappearing brushes & env_cubemaps

Postby abenito206 on Thu Jul 03, 2014 12:53 am

Removing the hint brushes did nothing.
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Re: Disappearing brushes & env_cubemaps

Postby jimonions on Thu Jul 03, 2014 4:25 am

I've had this problem before. Its to do with cubemaps.

Basically from what I know there's something wrong with many builds of the current sdk causing problems with cubemaps.
To fix this you can either use a modified .vbsp, or manually delete the cubemap textures prepacked into your bsp.

To manually delete use something like pakrat and just delete any file listed as a texture and save. Make sure your mat_specular is set to 0 before building cubemaps to get rid of all the purple you may see.
You can find a modified .vbsp floating around somewhere on google.

its weird but its fixed the problem for me.
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Re: Disappearing brushes & env_cubemaps

Postby Les_Grossman on Thu Jul 03, 2014 10:03 am

Weird.
It looks like closed areportal, but there isn't any :)
Maybe it will sound silly, but have you tried to copy entire map to new map and then compile it?

Water imo looks good. Try another water texture maybe? After Steampipe and SDK 2013, there are many, many little things in Source that are displayed a bit different as before.

For cubemaps I've used this fix:
http://steamcommunity.com/app/211/discu ... 8155287479

But it's for 2013 SDK, have no idea if it will work with CSS or Gmod.
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Re: Disappearing brushes & env_cubemaps

Postby fern_cotton on Thu Jul 03, 2014 1:35 pm

When I used the modified vbsp and tried to compile, Hammer couldn't find some of my textures and overlays, even though they were there and showed in the editor... When I ran this compiled map, the offending textures were a fullbright while the other things were lit... So I had to go back to the original vbsp. Anyone know why this happened ? I'm having major trouble with the cubemaps at the minute. (sorry for the slight hijack)
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