My Weirdo Blackened Textures
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Quote
Re: My Weirdo Blackened Textures
Posted by DocBadwrench on Mon Jan 24th at 12:18am 2005


What follows is a picture of what I'm currently dealing with. I don't know how better to explain it than to just show you what's wrong. Basically, I have some strangely selective "black areas" that I never intended on my brush-textures.


Thanks in advance.




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Re: My Weirdo Blackened Textures
Posted by omegaslayer on Mon Jan 24th at 12:21am 2005


Does the teture name have "models/texturename" in it? Cant use model textures on brushes. Only other reason I can think of is there is a leak in your level. BTW is that on full bright, or is that light comming form an entity?
[addsig]




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Re: My Weirdo Blackened Textures
Posted by DocBadwrench on Mon Jan 24th at 12:30am 2005


That light is coming from an entity that I just jammed in there to see the problem better. I don't have my level on fullbright. The textures that it should be showing are the same as the textures that are already there... just solid whitebrick garage-style textures. I have them elsewhere with no problem.

I'm sure that with some help, I'll nail this thing down.




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Re: My Weirdo Blackened Textures
Posted by omegaslayer on Mon Jan 24th at 12:39am 2005


does it say ****leaked**** in the compile log? Also try a alt-p "check for problems" while you are in hammer to see if there is something messed up about that texture aplication.
[addsig]




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Re: My Weirdo Blackened Textures
Posted by DocBadwrench on Mon Jan 24th at 12:49am 2005


Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Thanks for the tips! I'll do those next. In the mean time, here's some progress. Apparantly texture size might have an impact.






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Re: My Weirdo Blackened Textures
Posted by omegaslayer on Mon Jan 24th at 1:08am 2005


post your compile log and well see where we can go from there....
[addsig]




Quote
Re: My Weirdo Blackened Textures
Posted by DocBadwrench on Mon Jan 24th at 1:25am 2005


Thanks in advance!

** Executing...
** Command: "f:program filesvalvesteamsteamappsdocbadwrenchsourcesdkbinvbsp.exe"
** Parameters: -game "f:program filesvalvesteamsteamappsdocbadwrenchcounter-strike sourcecstrike" "F:Program FilesValveSteamSteamAppsdocbadwrenchsourcesdk_contentcstrikemapsrcOld_Depot"

Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: f:program filesvalvesteamsteamappsdocbadwrenchcounter-strike sourcecstrikematerials
Loading F:Program FilesValveSteamSteamAppsdocbadwrenchsourcesdk_contentcstrikemapsrcOld_Depot.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity prop_static (-512.00 1397.00 133.27) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0, 1024.0, 47.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 1421.0, -145.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 1421.0, -175.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 1193.0, -134.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 1590.0, -134.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 1933.0, -164.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 1193.0, -73.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0, 1590.0, -73.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
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...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (298121 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (687231 bytes)
Static prop models/props_trainstation/Ceiling_Arch001a.mdl outside the map (-766.00, 1470.00, 120.00)
Static prop models/props_trainstation/Ceiling_Arch001a.mdl outside the map (-512.00, 1470.00, 120.00)
Static prop models/props_trainstation/Ceiling_Arch001a.mdl outside the map (-512.00, 1737.00, 119.00)
Static prop models/props_trainstation/Ceiling_Arch001a.mdl outside the map (-257.00, 1736.00, 119.00)
Static prop models/props_lab/lab_flourescentlight001b.mdl outside the map (-650.58, 1602.08, 63.00)
Static prop models/props_lab/lab_flourescentlight001a.mdl outside the map (-643.81, 1549.00, 21.00)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing F:Program FilesValveSteamSteamAppsdocbadwrenchsourcesdk_contentcstrikemapsrcOld_Depot.bsp
4 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 2

** Executing...
** Command: "f:program filesvalvesteamsteamappsdocbadwrenchsourcesdkbinvvis.exe"
** Parameters: -game "f:program filesvalvesteamsteamappsdocbadwrenchcounter-strike sourcecstrike" "F:Program FilesValveSteamSteamAppsdocbadwrenchsourcesdk_contentcstrikemapsrcOld_Depot"

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading f:program filesvalvesteamsteamappsdocbadwrenchsourcesdk_contentcstrikemapsrcOld_Depot.bsp
reading f:program filesvalvesteamsteamappsdocbadwrenchsourcesdk_contentcstrikemapsrcOld_Depot.prt
LoadPortals: couldn't read f:program filesvalvesteamsteamappsdocbadwrenchsourcesdk_contentcstrikemapsrcOld_Depot.prt


** Executing...
** Command: "f:program filesvalvesteamsteamappsdocbadwrenchsourcesdkbinvrad.exe"
** Parameters: -game "f:program filesvalvesteamsteamappsdocbadwrenchcounter-strike sourcecstrike" "F:Program FilesValveSteamSteamAppsdocbadwrenchsourcesdk_contentcstrikemapsrcOld_Depot"

Valve Software - vrad.exe (Jan 18 2005)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading f:program filesvalvesteamsteamappsdocbadwrenchsourcesdk_contentcstrikemapsrcOld_Depot.bsp
No vis information, direct lighting only.
2477 faces
6 degenerate faces
145154 square feet [20902184.00 square inches]
5 displacements
5655 square feet [814363.75 square inches]
15 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (68)
Build Patch/Sample Hash Table(s).....Done<0.0262 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 5/1024 240/49152 ( 0.5%)
brushes 359/8192 4308/98304 ( 4.4%)
brushsides 2951/65536 23608/524288 ( 4.5%)
planes 2698/65536 53960/1310720 ( 4.1%)
vertexes 4582/65536 54984/786432 ( 7.0%)
nodes 2008/65536 64256/2097152 ( 3.1%)
texinfos 653/12288 47016/884736 ( 5.3%)
texdata 34/2048 1088/65536 ( 1.7%)
dispinfos 5/0 880/0 ( 0.0%)
disp_verts 1445/0 28900/0 ( 0.0%)
disp_tris 2560/0 5120/0 ( 0.0%)
disp_lmsamples 1151/0 1151/0 ( 0.0%)
faces 2477/65536 138712/3670016 ( 3.8%)
origfaces 1038/65536 58128/3670016 ( 1.6%)
leaves 2014/65536 112784/3670016 ( 3.1%)
leaffaces 2936/65536 5872/131072 ( 4.5%)
leafbrushes 1383/65536 2766/131072 ( 2.1%)
surfedges 16254/512000 65016/2048000 ( 3.2%)
edges 9112/256000 36448/1024000 ( 3.6%)
worldlights 15/8192 1320/720896 ( 0.2%)
waterstrips 244/32768 2440/327680 ( 0.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3783/65536 7566/131072 ( 5.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 1465744/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 12868/393216 ( 3.3%)
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] 1/7382 ( 0.0%)
pakfile [variable] 19995/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 298121/4194304 ( 7.1%)
==== Total Win32 BSP file data space used: 2513293 bytes ====

Linux Specific Data:
physicssurface [variable] 687231/6291456 (10.9%)
==== Total Linux BSP file data space used: 2902403 bytes ====

Total triangle count: 7074
Writing f:program filesvalvesteamsteamappsdocbadwrenchsourcesdk_contentcstrikemapsrcOld_Depot.bsp
1 minute, 11 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "F:Program FilesValveSteamSteamAppsdocbadwrenchsourcesdk_contentcstrikemapsrcOld_Depot.bsp" "f:program filesvalvesteamsteamappsdocbadwrenchcounter-strike sourcecstrikemapsOld_Depot.bsp"


** Executing...
** Command: "f:program filesvalvesteamsteamappsdocbadwrenchcounter-strike sourcehl2.exe"
** Parameters: -game "f:program filesvalvesteamsteamappsdocbadwrenchcounter-strike sourcecstrike" -dev -console +sv_lan 1 +map "Old_Depot"




Quote
Re: My Weirdo Blackened Textures
Posted by rs6 on Mon Jan 24th at 2:20am 2005


Fix the leak you have first then see if the textures still look liek that. [addsig]



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Re: My Weirdo Blackened Textures
Posted by DocBadwrench on Mon Jan 24th at 3:42am 2005


Thanks again. I am trying to figure out just how to find the leaks that I have. Any further suggestions? I've thought of just boxing in my hallway, as an interim solution, but even that did not correct my leak issues. I intend to just recreate the hallway, taking better care to insert it this time.

I think my problem arose because I made a few modifications to a hallway that I "turned". Having many brushes, I suspect it didn't like my angular creation and so I created holes.

Are the buggy end-results of leaks directly related to how close they are? In other words, do I investigate the area of the problems, or check the whole level?

Thanks in advance




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Re: My Weirdo Blackened Textures
Posted by TeamWolfguard on Mon Jan 24th at 4:02am 2005


map - load pointfile

follow the red line.

fix leak where red line passes between 2 places. If its going through a wall delete the wall and remake it.

unload pointfile

recompile with bsp only

map - load pointfile

follow the red line.

fix leak where red line passes between 2 places. If its going through a wall delete the wall and remake it.

unload pointfile

recompile with bsp only

map - load pointfile

follow the red line.

fix leak where red line passes between 2 places. If its going through a wall delete the wall and remake it.

unload pointfile

recompile with bsp only....

continue to do this till madness ensues and your rocking in the corner chanting "the leaks wont stop, we are going to sink to the bottom!!!!" or there is no longer a pointfile with your maps name.





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Re: My Weirdo Blackened Textures
Posted by ReNo on Mon Jan 24th at 4:03am 2005


The distance from a leak should have no effect on anything, nor does the number of them. If you have a single leak it will have all the same symptoms as having hundreds. In other words, you need to fix every last one - an unsealed map is a map with a bug.
[addsig]




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Re: My Weirdo Blackened Textures
Posted by DocBadwrench on Mon Jan 24th at 4:45am 2005


So, uh... what's a pointfile?




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Re: My Weirdo Blackened Textures
Posted by omegaslayer on Mon Jan 24th at 4:47am 2005


? quoting DocBadwrench
So, uh... what's a pointfile?

http://www.snarkpit.com/editing.php?page=tutorials&game=HL2&id=139

[addsig]




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Re: My Weirdo Blackened Textures
Posted by mazemaster on Mon Jan 24th at 5:15am 2005


If its not the leak, then are you using prop textures on world geometry? That can do all sorts of strange things. [addsig]



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Re: My Weirdo Blackened Textures
Posted by Joe-Bob on Mon Jan 24th at 5:43am 2005


? quote:
If its not the leak, then are you using prop textures on world geometry? That can do all sorts of strange things.


This is true. I was messing around and stuck a prop texture with "crystal" in the name, it looked like that one Xen rock in Hammer. Anyway, in the game, it looked similar to messed up water, but when you got close, there was clearly a face in it.

In other words, don't use them! They're for the models!




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Re: My Weirdo Blackened Textures
Posted by TeamWolfguard on Mon Jan 24th at 3:58pm 2005


? quote:
So, uh... what's a pointfile?


no idea.

all i know is when you do a "map - load pointfile" you get a red line that passes through the leak at some point.






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Re: My Weirdo Blackened Textures
Posted by DocBadwrench on Mon Jan 24th at 4:36pm 2005


Thanks to all. I rebuilt the passageway that was giving me problems. Then, I pulled the old one apart brush by brush and found that I must have accidentally vertexed a brush that created a nice, gaping leak that wasn't visible to me until I yanked it apart. No leaks atm!





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