A couple questions

Black walls and a misbehaving brush.

By Nexolate 5 years ago

Hi, I'll keep this short. I'm working on an unlimited map for cs_compound and there are two problems which I can't figure out how to solve. I've had a quick search of the forums and couldn't find any direct answers.

:-

Problem 1) Black walls.

Link 1.

In the screen I'm actually shining my flashlight on it, not to mention there's a light very close by. I can't figure out why it does this, it hasn't happened on any of my other maps.

:-

Problem 2) Misbehaving brush.

Link 1. Link 2.

As you can see, there's a brush overlaying another brush. The obvious answer would be "then move/resize it". The second screen however shows what it looks like in Hammer. No overlay at all. This confused me to no end, I even remade the wall and it still did the exact same thing.

:-

Thanks for your time, and thanks in advance for anyone who can solve either of these two problems.

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  • Jonny-higgins's Levels
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    Posted 5 years ago

    The black wall is probably because your using a model texture instead of a material.

    aslo second one can you show me what it looks like in hammer please.

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    Posted 5 years ago

    1) Double check to make sure you aren't using a model texture. If it has /model/ in the path-name then try to find another texture like it.

    2) Double check the bottom brush to the right. It looks like it's clipping into it. Try temporarily moving or deleting the gate brush and see if anything is stuck back there. If not, check for problem. Could be a bad brush (somehow) and when it compiles it fixes it by changing it's size.

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  • VortiiX's Levels
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    Posted 5 years ago

    For black texture thing click here .

    And for the other thing, I don't know if it's really neccesary but otherwise cover that side of the brush tool invisible.

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    New name is VortiiX
  • Crazypip666's Levels
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    Posted 5 years ago

    If you aren't using a model texture, then delete the brush and recreate it. For the second problem, I'm not really sure. Can you post your compile log so I can look for errors?

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    BAD WOLF
  • Nexolate's Levels
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    Posted 5 years ago

    Thanks to MrBlip for his suggestion, after removing the door and then fiddling with the brushes (mostly with how they were alligned) something clicked and it worked.

    As for the black walls, if the texture was the problem then the entire inside of the warehouse, and the other two I've made would be as well. It's only small sections, and I can't see what makes those sections different from the rest.

    If it were the prop shadow issue that NightSnipe linked, then I can't see what props are causing that. The only props nearby that are large enough are the shelves which are on the other side of the warehouse.

    I'm gonna grab a Compile Log in just a second. EDIT: Here. (VVIS was set to Fast so it wouldn't take too long.)

    ** Executing... ** Command: "c:\program files (x86)\valve\steam\steamapps\n05k1ll2\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\valve\steam\steamapps\n05k1ll2\counter-strike source\cstrike" "C:\Program Files (x86)\Valve\Steam\SteamApps\n05k1ll2\sourcesdkcontent\cstrike\mapsrc\cscompoundunlimited_v1"

    Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: c:\program files (x86)\valve\steam\steamapps\n05k1ll2\counter-strike source\cstrike\materials Loading C:\Program Files (x86)\Valve\Steam\SteamApps\n05k1ll2\sourcesdkcontent\cstrike\mapsrc\cscompoundunlimitedv1.vmf "materials/dev/devwindowportal.vtf": cached version doesn't exist fixing up envcubemap materials on brush sides... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... envcubemap pointing at deleted brushside near (1408, 1728, 256) Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... ProcessBlockThread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlockThread: 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 732 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! done (1) writing C:\Program Files (x86)\Valve\Steam\SteamApps\n05k1ll2\sourcesdkcontent\cstrike\mapsrc\cscompoundunlimitedv1.prt...done (1) Creating default cubemaps for envcubemap using skybox materials: skybox/skyday01_06*.vmt Run buildcubemaps in the engine to get the correct cube maps.

    No such variable "$hdrbasetexture" for material "skybox/skyday0106rt" Can't load skybox file skybox/skyday0106 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) (704548 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 3657 texinfos to 1990 Reduced 251 texdatas to 218 (11185 bytes to 9557) Writing C:\Program Files (x86)\Valve\Steam\SteamApps\n05k1ll2\sourcesdkcontent\cstrike\mapsrc\cscompoundunlimited_v1.bsp 11 seconds elapsed

    ** Executing... ** Command: "c:\program files (x86)\valve\steam\steamapps\n05k1ll2\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\valve\steam\steamapps\n05k1ll2\counter-strike source\cstrike" -fast "C:\Program Files (x86)\Valve\Steam\SteamApps\n05k1ll2\sourcesdkcontent\cstrike\mapsrc\cscompoundunlimited_v1"

    Valve Software - vvis.exe (Nov 8 2007) fastvis = true 2 threads reading c:\program files (x86)\valve\steam\steamapps\n05k1ll2\sourcesdkcontent\cstrike\mapsrc\cscompoundunlimitedv1.bsp reading c:\program files (x86)\valve\steam\steamapps\n05k1ll2\sourcesdkcontent\cstrike\mapsrc\cscompoundunlimitedv1.prt 1983 portalclusters 6212 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (13) WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster Optimized: 182829 visible clusters (0.00%) Total clusters visible: 2998171 Average clusters visible: 1511 Building PAS... Average clusters audible: 1932 visdatasize:968734 compressed from 983568 writing c:\program files (x86)\valve\steam\steamapps\n05k1ll2\sourcesdkcontent\cstrike\mapsrc\cscompoundunlimited_v1.bsp 13 seconds elapsed

    ** Executing... ** Command: "c:\program files (x86)\valve\steam\steamapps\n05k1ll2\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\valve\steam\steamapps\n05k1ll2\counter-strike source\cstrike" "C:\Program Files (x86)\Valve\Steam\SteamApps\n05k1ll2\sourcesdkcontent\cstrike\mapsrc\cscompoundunlimited_v1"

    Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 2 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad']

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    Posted 5 years ago

    Loading c:\program files (x86)\valve\steam\steamapps\n05k1ll2\sourcesdkcontent\cstrike\mapsrc\cscompoundunlimited_v1.bsp 7896 faces 8 degenerate faces 2076721 square feet [299047872.00 square inches] 27 displacements 692935 square feet [99782672.00 square inches] 7888 patches before subdivision 64808 patches after subdivision 54 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (223) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (222) transfers 7439559, max 1572 transfer lists: 56.8 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(183594, 166407, 89454) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(17606, 14450, 7145) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(2049, 1609, 767) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(270, 201, 95) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(40, 29, 14) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(6, 4, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(1, 1, 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<0.0536 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2) 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. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10 Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 41/1024 1968/49152 ( 4.0%) brushes 1816/8192 21792/98304 (22.2%) brushsides 16675/65536 133400/524288 (25.4%) planes 15066/65536 301320/1310720 (23.0%) vertexes 15228/65536 182736/786432 (23.2%) nodes 3948/65536 126336/2097152 ( 6.0%) texinfos 1990/12288 143280/884736 (16.2%) texdata 218/2048 6976/65536 (10.6%) dispinfos 27/0 4752/0 ( 0.0%) dispverts 3435/0 68700/0 ( 0.0%) disptris 5760/0 11520/0 ( 0.0%) disp_lmsamples 165467/0 165467/0 ( 0.0%) faces 7896/65536 442176/3670016 (12.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 5242/65536 293552/3670016 ( 8.0%) leaves 3990/65536 127680/2097152 ( 6.1%) leaffaces 11287/65536 22574/131072 (17.2%) leafbrushes 5679/65536 11358/131072 ( 8.7%) areas 11/256 88/2048 ( 4.3%) surfedges 60111/512000 240444/2048000 (11.7%) edges 37751/256000 151004/1024000 (14.7%) LDR worldlights 54/8192 4752/720896 ( 0.7%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 974/32768 9740/327680 ( 3.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 17910/65536 35820/131072 (27.3%) cubemapsamples 75/1024 1200/16384 ( 7.3%) overlays 83/512 29216/180224 (16.2%) LDR lightdata [variable] 3783900/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 968734/16777216 ( 5.8%) entdata [variable] 153010/393216 (38.9%) LDR leaf ambient 3990/65536 95760/1572864 ( 6.1%) HDR leaf ambient 0/65536 0/1572864 ( 0.0%) 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] 1/920040 ( 0.0%) dtl prp lght [variable] 1/4 (25.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/40396 ( 0.0%) pakfile [variable] 811723/0 ( 0.0%)

    Level flags = 0

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    Posted 5 years ago

    Win32 Specific Data: physics [variable] 704548/4194304 (16.8%) ==== Total Win32 BSP file data space used: 9055530 bytes ====

    Total triangle count: 23214 Writing c:\program files (x86)\valve\steam\steamapps\n05k1ll2\sourcesdkcontent\cstrike\mapsrc\cscompoundunlimited_v1.bsp 7 minutes, 49 seconds elapsed

    ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Valve\Steam\SteamApps\n05k1ll2\sourcesdkcontent\cstrike\mapsrc\cscompoundunlimitedv1.bsp" "c:\program files (x86)\valve\steam\steamapps\n05k1ll2\counter-strike source\cstrike\maps\cscompoundunlimited_v1.bsp"

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    Posted 5 years ago

    Delete the brushes which are black and remake them.

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    BAD WOLF
  • Nexolate's Levels
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    Posted 5 years ago

    Thanks for that Pip, it's definitely helping the problem. I'm sure with a little more work all the black patches will be gone, then I can release it.

    EDIT: You can find the map here, if you're interested. I hope it lives up to standard.

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