My Weirdo Blackened Textures

My Weirdo Blackened Textures

Re: My Weirdo Blackened Textures Posted by DocBadwrench on Mon Jan 24th 2005 at 12:18am
DocBadwrench
42 posts
Posted 2005-01-24 12:18am
42 posts 4 snarkmarks Registered: Jan 17th 2005 Occupation: Administrative Location: USA
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.

User posted image

Thanks in advance. :smile:
Re: My Weirdo Blackened Textures Posted by omegaslayer on Mon Jan 24th 2005 at 12:21am
omegaslayer
2481 posts
Posted 2005-01-24 12:21am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
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?
Re: My Weirdo Blackened Textures Posted by DocBadwrench on Mon Jan 24th 2005 at 12:30am
DocBadwrench
42 posts
Posted 2005-01-24 12:30am
42 posts 4 snarkmarks Registered: Jan 17th 2005 Occupation: Administrative Location: USA
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. :smile:
Re: My Weirdo Blackened Textures Posted by omegaslayer on Mon Jan 24th 2005 at 12:39am
omegaslayer
2481 posts
Posted 2005-01-24 12:39am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
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.
Re: My Weirdo Blackened Textures Posted by DocBadwrench on Mon Jan 24th 2005 at 12:49am
DocBadwrench
42 posts
Posted 2005-01-24 12:49am
42 posts 4 snarkmarks Registered: Jan 17th 2005 Occupation: Administrative Location: USA
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.

User posted image
Re: My Weirdo Blackened Textures Posted by omegaslayer on Mon Jan 24th 2005 at 1:08am
omegaslayer
2481 posts
Posted 2005-01-24 1:08am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
post your compile log and well see where we can go from there....
Re: My Weirdo Blackened Textures Posted by DocBadwrench on Mon Jan 24th 2005 at 1:25am
DocBadwrench
42 posts
Posted 2005-01-24 1:25am
42 posts 4 snarkmarks Registered: Jan 17th 2005 Occupation: Administrative Location: USA
Thanks in advance!

** Executing...

** Command: "f:\program files\valve\steam\steamapps\docbadwrench\sourcesdk\bin\vbsp.exe"

** Parameters: -game "f:\program
files\valve\steam\steamapps\docbadwrench\counter-strike source\cstrike"
"F:\Program
Files\Valve\Steam\SteamApps\docbadwrench\sourcesdk_content\cstrike\mapsrc\Old_Depot"

Valve Software - vbsp.exe (Jan 19 2005)

1 threads

materialPath: f:\program files\valve\steam\steamapps\docbadwrench\counter-strike source\cstrike\materials

Loading F:\Program Files\Valve\Steam\SteamApps\docbadwrench\sourcesdk_content\cstrike\mapsrc\Old_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 Files\Valve\Steam\SteamApps\docbadwrench\sourcesdk_content\cstrike\mapsrc\Old_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 files\valve\steam\steamapps\docbadwrench\sourcesdk\bin\vvis.exe"

** Parameters: -game "f:\program
files\valve\steam\steamapps\docbadwrench\counter-strike source\cstrike"
"F:\Program
Files\Valve\Steam\SteamApps\docbadwrench\sourcesdk_content\cstrike\mapsrc\Old_Depot"

Valve Software - vvis.exe (Dec 15 2004)

1 threads

reading f:\program files\valve\steam\steamapps\docbadwrench\sourcesdk_content\cstrike\mapsrc\Old_Depot.bsp

reading f:\program files\valve\steam\steamapps\docbadwrench\sourcesdk_content\cstrike\mapsrc\Old_Depot.prt

LoadPortals: couldn't read f:\program files\valve\steam\steamapps\docbadwrench\sourcesdk_content\cstrike\mapsrc\Old_Depot.prt

** Executing...

** Command: "f:\program files\valve\steam\steamapps\docbadwrench\sourcesdk\bin\vrad.exe"

** Parameters: -game "f:\program
files\valve\steam\steamapps\docbadwrench\counter-strike source\cstrike"
"F:\Program
Files\Valve\Steam\SteamApps\docbadwrench\sourcesdk_content\cstrike\mapsrc\Old_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 files\valve\steam\steamapps\docbadwrench\sourcesdk_content\cstrike\mapsrc\Old_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.
Re: My Weirdo Blackened Textures Posted by rs6 on Mon Jan 24th 2005 at 2:20am
rs6
640 posts
Posted 2005-01-24 2:20am
rs6
member
640 posts 94 snarkmarks Registered: Dec 31st 2004 Occupation: koledge Location: New Jersey, USA
Fix the leak you have first then see if the textures still look liek that.
Re: My Weirdo Blackened Textures Posted by DocBadwrench on Mon Jan 24th 2005 at 3:42am
DocBadwrench
42 posts
Posted 2005-01-24 3:42am
42 posts 4 snarkmarks Registered: Jan 17th 2005 Occupation: Administrative Location: USA
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
Re: My Weirdo Blackened Textures Posted by TeamWolfguard on Mon Jan 24th 2005 at 4:02am
TeamWolfguard
30 posts
Posted 2005-01-24 4:02am
30 posts 13 snarkmarks Registered: Jan 18th 2005 Occupation: Network Administrator Location: USA
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.
Re: My Weirdo Blackened Textures Posted by ReNo on Mon Jan 24th 2005 at 4:03am
ReNo
5457 posts
Posted 2005-01-24 4:03am
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
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.
Re: My Weirdo Blackened Textures Posted by DocBadwrench on Mon Jan 24th 2005 at 4:45am
DocBadwrench
42 posts
Posted 2005-01-24 4:45am
42 posts 4 snarkmarks Registered: Jan 17th 2005 Occupation: Administrative Location: USA
So, uh... what's a pointfile? :biggrin:
Re: My Weirdo Blackened Textures Posted by omegaslayer on Mon Jan 24th 2005 at 4:47am
omegaslayer
2481 posts
Posted 2005-01-24 4:47am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
<DIV class=quote>
<DIV class=quotetitle>? quoting DocBadwrench</DIV>
<DIV class=quotetext>So, uh... what's a pointfile? :biggrin:
</DIV></DIV>
http://www.snarkpit.com/editing.php?page=tutorials&game=HL2&id=139
Re: My Weirdo Blackened Textures Posted by mazemaster on Mon Jan 24th 2005 at 5:15am
mazemaster
890 posts
Posted 2005-01-24 5:15am
890 posts 438 snarkmarks Registered: Feb 12th 2002
If its not the leak, then are you using prop textures on world geometry? That can do all sorts of strange things.
Re: My Weirdo Blackened Textures Posted by Joe-Bob on Mon Jan 24th 2005 at 5:43am
Joe-Bob
180 posts
Posted 2005-01-24 5:43am
Joe-Bob
member
180 posts 77 snarkmarks Registered: Dec 3rd 2004
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!
Re: My Weirdo Blackened Textures Posted by TeamWolfguard on Mon Jan 24th 2005 at 3:58pm
TeamWolfguard
30 posts
Posted 2005-01-24 3:58pm
30 posts 13 snarkmarks Registered: Jan 18th 2005 Occupation: Network Administrator Location: USA
So, uh... what's a pointfile? :biggrin:
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.
Re: My Weirdo Blackened Textures Posted by DocBadwrench on Mon Jan 24th 2005 at 4:36pm
DocBadwrench
42 posts
Posted 2005-01-24 4:36pm
42 posts 4 snarkmarks Registered: Jan 17th 2005 Occupation: Administrative Location: USA
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.
:smile: No leaks atm!