Another extrange "bug?"

Avatar
Darkylight
81 Posts
Posted Jun 28, 2011
Hey people, Today I'm having so much bugs and I cant map, every map I try to map again appears a bug, first lighting, later fake compiling, later fake leaks... i dont know whats happen but now I cant do anything to resolve this thing, i tried ._.

When I am in hammer, all looks great, all entities, instances brush and lights are ok, but i go to the game and woa, one instance not appear and some walls are... black? ftw.

I think hints can be the problem but the black wall?
If someone can help me...

edit: http://puu.sh/2UTc
ingame: http://puu.sh/2UT8

log:
||Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing G:\Archivos de programa\Steam\SteamApps\common\portal 2\sdk_content\maps
\mp_coop_EXPERIMENT.prt...Building visibility clusters...
done (0)
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) (93811 bytes)
Static prop models/props_lab/glass_lightcover.mdl outside the map (-320.00, 192.
00, 176.00)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 281 texinfos to 69
Reduced 25 texdatas to 22 (788 bytes to 660)
Writing G:\Archivos de programa\Steam\SteamApps\common\portal 2\sdk_content\maps
\mp_coop_EXPERIMENT.bsp
0 seconds elapsed


Running command: cd "G:\Archivos de programa\Steam\SteamApps\common\portal 2\bin
"



Running command: "G:\Archivos de programa\Steam\SteamApps\common\portal 2\bin\vv
is.exe" -game "G:\Archivos de programa\Steam\SteamApps\common\portal 2\portal2"
"G:\Archivos de programa\Steam\SteamApps\common\portal 2\sdk_content\maps\mp_coo
p_EXPERIMENT"


Valve Software - vvis.exe (May 3 2011)
4 threads
reading g:\archivos de programa\steam\steamapps\common\portal 2\sdk_content\maps
\mp_coop_EXPERIMENT.bsp
reading g:\archivos de programa\steam\steamapps\common\portal 2\sdk_content\maps
\mp_coop_EXPERIMENT.prt
229 portalclusters
598 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: 10 visible clusters (0.00%)
Total clusters visible: 19195
Average clusters visible: 83
Building PAS...
Average clusters audible: 115
visdatasize:15293 compressed from 14656
writing g:\archivos de programa\steam\steamapps\common\portal 2\sdk_content\maps
\mp_coop_EXPERIMENT.bsp
0 seconds elapsed


Running command: cd "G:\Archivos de programa\Steam\SteamApps\common\portal 2\bin
"



Running command: "G:\Archivos de programa\Steam\SteamApps\common\portal 2\bin\vr
ad.exe" -both -game "G:\Archivos de programa\Steam\SteamApps\common\portal 2\por
tal2" "G:\Archivos de programa\Steam\SteamApps\common\portal 2\sdk_content\maps\
mp_coop_EXPERIMENT"


Valve Software - vrad.exe SSE (May 3 2011)

  Valve Radiosity Simulator

4 threads
[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']

Loading g:\archivos de programa\steam\steamapps\common\portal 2\sdk_content\maps
\mp_coop_EXPERIMENT.bsp
Setting up ray-trace acceleration structure... Done (0.06 seconds)
418 faces
26778 square feet [3856050.75 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
418 patches before subdivision
6150 patches after subdivision
38 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 853895, max 478
transfer lists: 6.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(25078, 15528, 7392)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(8774, 5572, 2595)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(3296, 2128, 975)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1268, 826, 374)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(498, 325, 145)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(197, 129, 57)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(79, 52, 23)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(32, 21, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(13, 8, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(5, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(2, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0012 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
24 of 24 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 15/1024 720/49152 ( 1.5%)
brushes 262/8192 3144/98304 ( 3.2%)
brushsides 1856/65536 14848/524288 ( 2.8%)
planes 530/65536 10600/1310720 ( 0.8%)
vertexes 1205/65536 14460/786432 ( 1.8%)
nodes 651/65536 20832/2097152 ( 1.0%)
texinfos 69/12288 4968/884736 ( 0.6%)
texdata 22/2048 704/65536 ( 1.1%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_multiblend 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 418/65536 23408/3670016 ( 0.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 324/65536 18144/3670016 ( 0.5%)
facebrushes 66/0 132/0 ( 0.0%)
facebrushlists 418/0 1672/0 ( 0.0%)
leaves 667/65536 21344/2097152 ( 1.0%)
leaffaces 457/65536 914/131072 ( 0.7%)
leafbrushes 573/65536 1146/131072 ( 0.9%)
areas 3/256 24/2048 ( 1.2%)
surfedges 3098/512000 12392/2048000 ( 0.6%)
edges 1899/256000 7596/1024000 ( 0.7%)
LDR worldlights 38/8192 3800/819200 ( 0.5%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 19/32768 190/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 309/65536 618/131072 ( 0.5%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 313452/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 15293/16777216 ( 0.1%)
entdata [variable] 10994/393216 ( 2.8%)
LDR ambient table 667/65536 2668/262144 ( 1.0%)
HDR ambient table 667/65536 2668/262144 ( 1.0%)
LDR leaf ambient 2910/65536 81480/1835008 ( 4.4%)
HDR leaf ambient 667/65536 18676/1835008 ( 1.0%)
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] 1/12 ( 8.3%)
static props [variable] 1/1170 ( 0.1%)
pakfile [variable] 150225/0 ( 0.0%)
physics [variable] 93811/4194304 ( 2.2%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 966
Writing g:\archivos de programa\steam\steamapps\common\portal 2\sdk_content\maps
\mp_coop_EXPERIMENT.bsp
3 seconds elapsed
Valve Software - vrad.exe SSE (May 3 2011)

  Valve Radiosity Simulator

4 threads
[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']

Loading g:\archivos de programa\steam\steamapps\common\portal 2\sdk_content\maps
\mp_coop_EXPERIMENT.bsp
Setting up ray-trace acceleration structure... Done (0.06 seconds)
418 faces
26778 square feet [3856050.75 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
418 patches before subdivision
6150 patches after subdivision
38 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 853895, max 478
transfer lists: 6.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(31665, 16058, 11996)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(10564, 5743, 4207)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(3830, 2188, 1580)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1441, 848, 605)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(556, 334, 235)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(218, 133, 92)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(87, 53, 37)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(35, 21, 15)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(14, 9, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(6, 3, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(2, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0010 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
24 of 24 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 15/1024 720/49152 ( 1.5%)
brushes 262/8192 3144/98304 ( 3.2%)
brushsides 1856/65536 14848/524288 ( 2.8%)
planes 530/65536 10600/1310720 ( 0.8%)
vertexes 1205/65536 14460/786432 ( 1.8%)
nodes 651/65536 20832/2097152 ( 1.0%)
texinfos 69/12288 4968/884736 ( 0.6%)
texdata 22/2048 704/65536 ( 1.1%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_multiblend 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 418/65536 23408/3670016 ( 0.6%)
hdr faces 418/65536 23408/3670016 ( 0.6%)
origfaces 324/65536 18144/3670016 ( 0.5%)
facebrushes 66/0 132/0 ( 0.0%)
facebrushlists 418/0 1672/0 ( 0.0%)
leaves 667/65536 21344/2097152 ( 1.0%)
leaffaces 457/65536 914/131072 ( 0.7%)
leafbrushes 573/65536 1146/131072 ( 0.9%)
areas 3/256 24/2048 ( 1.2%)
surfedges 3098/512000 12392/2048000 ( 0.6%)
edges 1899/256000 7596/1024000 ( 0.7%)
LDR worldlights 38/8192 3800/819200 ( 0.5%)
HDR worldlights 38/8192 3800/819200 ( 0.5%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 19/32768 190/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 309/65536 618/131072 ( 0.5%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 313452/0 ( 0.0%)
HDR lightdata [variable] 313452/0 ( 0.0%)
visdata [variable] 15293/16777216 ( 0.1%)
entdata [variable] 10994/393216 ( 2.8%)
LDR ambient table 667/65536 2668/262144 ( 1.0%)
HDR ambient table 667/65536 2668/262144 ( 1.0%)
LDR leaf ambient 2910/65536 81480/1835008 ( 4.4%)
HDR leaf ambient 2937/65536 82236/1835008 ( 4.5%)
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] 1/1170 ( 0.1%)
pakfile [variable] 150225/0 ( 0.0%)
physics [variable] 93811/4194304 ( 2.2%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 966
Writing g:\archivos de programa\steam\steamapps\common\portal 2\sdk_content\maps
\mp_coop_EXPERIMENT.bsp
3 seconds elapsed


Running command: copy "G:\Archivos de programa\Steam\SteamApps\common\portal 2\s
dk_content\maps\mp_coop_EXPERIMENT.bsp" "G:\Archivos de programa\Valve\Portal 2\
portal2\maps\mp_coop_EXPERIMENT.bsp"


Finished. Press a key to close.||

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Avatar
Pete
52 Posts
Posted Jun 28, 2011
Replied 4 minutes later
You might be using the _vertex versions of the black tile textures there. Those do bad things when used on brushes, so use the regular ones instead. No idea on the instance.

...also, is that the whole map inside a giant box?

Avatar
Darkylight
81 Posts
Posted Jun 28, 2011
Replied 2 minutes later
no, it isnt in a giant box and i dont use never _vertex, are normal brushes.
Avatar
WinstonSmith
940 Posts
Posted Jun 28, 2011
Replied 3 hours later
Is there any chance you'd be willing to post the VMF? Might help out a bit.
Avatar
Darkylight
81 Posts
Posted Jun 28, 2011
Replied 2 hours later
Solved <-<
Avatar
WinstonSmith
940 Posts
Posted Jun 28, 2011
Replied 22 minutes later
Mind posting the solution? It'd help if anyone else has the same problem.
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Avatar
Darkylight
81 Posts
Posted Jun 28, 2011
Replied 7 minutes later
Well, First, The room have 45? sides with lights and hint/skip textures, so there were some overposition from one brushes to the hints and it made the hint not render it. The solution, make sure the brushes not touch the light hint.

For the another I made it func_brush and disabled shadows... xD