• Faces not rendering
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Decompiled Valve's de_overpass using bspsource. When compiling the log gives no errors: [CODE] CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_butterfly/knife_butterfly.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_bayonet/knife_bayonet.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_ct/knife_ct.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_flip/knife_flip.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_gut/knife_gut.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_karam/karam.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_m9_bay/knife_m9_bay.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_t/knife_t.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_tactical/knife_tactical.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/mach_m249para/m249.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/mach_negev/mach_negev.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_223/pist_223.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_cz_75/pist_cz_75.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_deagle/pist_deagle.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_elite/m9a1.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_fiveseven/fiveseven.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_glock18/pist_glock18.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_hkp2000/pist_hkp2000.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_p250/p250.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_tec9/pist_tec9.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_ak47/ak47.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_aug/rif_aug.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_famas/rif_famas.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_galilar/rif_galilar.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_m4a1/rif_m4a1.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_m4a1_s/rif_m4a1_s.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_sg556/rif_sg556.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_mag7/shot_mag7.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_nova/shot_nova.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_sawedoff/shot_sawedoff_01.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_xm1014/shot_xm1014.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_bizon/bizon.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mac10/smg_mac10_1.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mp7/smg_mp7.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mp9/smg_mp9.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_p90/smg_p90.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_ump45/smg_ump45.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_awp/awp.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_g3sg1/snip_g3sg1.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_scar20/snip_scar20.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_ssg08/snip_ssg08.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_ssg08/snip_ssg08_scope.vmt. materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials Loading C:\Users\djt\Desktop\work\dev\vmex\de_overpass_mux.vmf Map revision 229 Patching WVT material: maps/de_overpass_mux/nature/blend_gravel_cobblestone_01_wvt_patch Patching WVT material: maps/de_overpass_mux/nature/blend_grass_grass_02_wvt_patch Patching WVT material: maps/de_overpass_mux/concrete/blend_blacktop_02_wvt_patch Patching WVT material: maps/de_overpass_mux/nature/blend_grass_gravel_02_wvt_patch Patching WVT material: maps/de_overpass_mux/concrete/concrete_debree_clean01_blend_wvt_patch Patching WVT material: maps/de_overpass_mux/trash/hr_t/hr_trash_a_wvt_patch Patching WVT material: maps/de_overpass_mux/concrete/blend_milwall002_concretefloor012a_wvt_patch Patching WVT material: maps/de_overpass_mux/concrete/blend_concrete02_concfloor012a_wvt_patch Patching WVT material: maps/de_overpass_mux/nature/blend_grass_cobblestone_01_wvt_patch fixing up env_cubemap materials on brush sides... env_cubemap pointing at deleted brushside near (-2441, 1075, 400) env_cubemap pointing at deleted brushside near (-2441, 1075, 400) env_cubemap pointing at deleted brushside near (-2441, 1075, 400) env_cubemap pointing at deleted brushside near (-2441, 1075, 400) env_cubemap pointing at deleted brushside near (-2441, 1075, 400) env_cubemap pointing at deleted brushside near (-2583, -2475, 518) env_cubemap pointing at deleted brushside near (-2583, -2475, 518) env_cubemap pointing at deleted brushside near (-3563, -259, 564) 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0) Building Faces...done (0) Chop Details...done (2) Find Visible Detail Sides... Merged 1108 detail faces...done (3) Merging details...done (2) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\djt\Desktop\work\dev\vmex\de_overpass_mux.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 (1) (2221217 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 12592 texinfos to 6104 Reduced 635 texdatas to 462 (29746 bytes to 20329) Writing C:\Users\djt\Desktop\work\dev\vmex\de_overpass_mux.bsp 13 seconds elapsed 8 threads reading c:\users\djt\desktop\work\dev\vmex\de_overpass_mux.bsp reading c:\users\djt\desktop\work\dev\vmex\de_overpass_mux.prt 3229 portalclusters 8955 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 12352 visible clusters (0.00%) Total clusters visible: 2244099 Average clusters visible: 694 Building PAS... Average clusters audible: 2830 visdatasize:1936577 compressed from 2634864 writing c:\users\djt\desktop\work\dev\vmex\de_overpass_mux.bsp 2 hours, 16 minutes, 45 seconds elapsed [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\users\djt\desktop\work\dev\vmex\de_overpass_mux.bsp 12726 faces 3 degenerate faces 1262891 square feet [181856432.00 square inches] 114 Displacements 83390 Square Feet [12008256.00 Square Inches] 12723 patches before subdivision 112359 patches after subdivision 87 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 17110118, max 2686 transfer lists: 130.5 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(504005, 390209, 275816) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(65022, 47686, 29912) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(11255, 7855, 4456) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(2439, 1670, 868) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(677, 455, 218) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(222, 147, 65) 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(81, 52, 21) 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(32, 20, 7) 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(13, 8, 3) 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(5, 3, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(2, 1, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0427 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 58/1024 2784/49152 ( 5.7%) brushes 5878/8192 70536/98304 (71.8%) brushsides 58433/65536 467464/524288 (89.2%) VERY FULL! planes 45102/65536 902040/1310720 (68.8%) vertexes 24365/65536 292380/786432 (37.2%) nodes 6239/65536 199648/2097152 ( 9.5%) texinfos 6104/12288 439488/884736 (49.7%) texdata 462/2048 14784/65536 (22.6%) dispinfos 114/0 20064/0 ( 0.0%) disp_verts 6994/0 139880/0 ( 0.0%) disp_tris 10752/0 21504/0 ( 0.0%) disp_multiblend 0/0 0/0 ( 0.0%) disp_lmsamples 274460/0 274460/0 ( 0.0%) faces 12726/65536 712656/3670016 (19.4%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 8818/65536 493808/3670016 (13.5%) facebrushes 901/0 1802/0 ( 0.0%) facebrushlists 12726/0 50904/0 ( 0.0%) leaves 6298/65536 201536/2097152 ( 9.6%) leaffaces 20575/65536 41150/131072 (31.4%) leafbrushes 22451/65536 44902/131072 (34.3%) areas 4/1024 32/8192 ( 0.4%) surfedges 96955/512000 387820/2048000 (18.9%) edges 63316/256000 253264/1024000 (24.7%) LDR worldlights 87/8192 8700/819200 ( 1.1%) HDR worldlights 0/8192 0/819200 ( 0.0%) leafwaterdata 2/32768 24/393216 ( 0.0%) waterstrips 1533/32768 15330/327680 ( 4.7%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 28641/65536 57282/131072 (43.7%) cubemapsamples 58/1024 928/16384 ( 5.7%) overlays 337/512 118624/180224 (65.8%) LDR lightdata [variable] 5161443/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 1936577/16777216 (11.5%) entdata [variable] 173763/393216 (44.2%) LDR ambient table 6298/65536 25192/262144 ( 9.6%) HDR ambient table 6298/65536 25192/262144 ( 9.6%) LDR leaf ambient 34813/65536 974764/1835008 (53.1%) HDR leaf ambient 6298/65536 176344/1835008 ( 9.6%) 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] 1/145702 ( 0.0%) pakfile [variable] 4531472/0 ( 0.0%) physics [variable] 2221217/4194304 (53.0%) physics terrain [variable] 25644/1048576 ( 2.4%) Level flags = 4 Total triangle count: 36289 Writing c:\users\djt\desktop\work\dev\vmex\de_overpass_mux.bsp 8 minutes, 48 seconds elapsed[/CODE] aside from: brushsides 58433/65536 467464/524288 (89.2%) VERY FULL! but because my edit is so minor I am not sure this is the culprit. EDIT: after compiling a few times I believe the culprit is playerclip, working on a bandaid now (map doesn't need to work well, it won't be played) [img]http://cloud-4.steampowered.com/ugc/582405046346397845/52311C8A3AF587C30AF784A8AC7A9B191F9ADB19/[/img] [img]http://cloud-4.steampowered.com/ugc/582405046346400180/96A230A8BE4797AD447FB8FEBAF4C18C2D6AE4A0/[/img] [img]http://cloud-4.steampowered.com/ugc/582405046346399180/D06362E6BCE9328C8D73AB4DDBDE6A4CA5722EEB/[/img] [img]http://cloud-4.steampowered.com/ugc/582405046346401378/A23D9E2E34A5A3C2AE5F52BE46CF7E554487F6F7/[/img]
Decompiling maps don't usually turn out very well for some good reasons.
As Firegod said, decompiling should be used for learning on how things was made in the map. If you want to decompile and compile it again you'll need to remake most of the brushwork because it's simply impossible to completly turn a bsp back to its original vmf.
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