It may possibly be a leak, but all the nodraw in my map is creating a terribly void in the world, much like if it were just using the 2D skybox texture. This is causing all my stairs in the map to became terrible voids into oblivion and I'd rather not have that. I'm not entirely sure if it is a leak, but there were no leak notices in my compile.
I also have a problem where one of my sliding doors, that is going upward, is at an odd angle and it's really strange. It is also challenging to walk through when it's open. you have to jump and crouch to get through.
Here's the compile log:
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Users\Buttman\Desktop\Dev Folder\Hammer Maps\GarrysMod Maps\ttt_stonewood_B3.vmf"
Valve Software - vbsp.exe (Mar 14 2016)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials
Loading C:\Users\Buttman\Desktop\Dev Folder\Hammer Maps\GarrysMod Maps\ttt_stonewood_B3.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/ttt_stonewood_b3/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Buttman\Desktop\Dev Folder\Hammer Maps\GarrysMod Maps\ttt_stonewood_B3.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Warning: overflowed 58 displacement corner-neighbor lists.Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (174595 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 195 texinfos to 135
Reduced 25 texdatas to 23 (591 bytes to 522)
Writing C:\Users\Buttman\Desktop\Dev Folder\Hammer Maps\GarrysMod Maps\ttt_stonewood_B3.bsp
1 second elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Users\Buttman\Desktop\Dev Folder\Hammer Maps\GarrysMod Maps\ttt_stonewood_B3"
Valve Software - vvis.exe (Dec 9 2014)
4 threads
reading c:\users\buttman\desktop\dev folder\hammer maps\garrysmod maps\ttt_stonewood_B3.bsp
reading c:\users\buttman\desktop\dev folder\hammer maps\garrysmod maps\ttt_stonewood_B3.prt
900 portalclusters
3241 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 (218)
Optimized: 3913 visible clusters (0.96%)
Total clusters visible: 409081
Average clusters visible: 454
Building PAS...
Average clusters audible: 880
visdatasize:194570 compressed from 216000
writing c:\users\buttman\desktop\dev folder\hammer maps\garrysmod maps\ttt_stonewood_B3.bsp
3 minutes, 38 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Users\Buttman\Desktop\Dev Folder\Hammer Maps\GarrysMod Maps\ttt_stonewood_B3"
Valve Software - vrad.exe SSE (Dec 9 2014)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\users\buttman\desktop\dev folder\hammer maps\garrysmod maps\ttt_stonewood_B3.bsp
Setting up ray-trace acceleration structure... Done (1.09 seconds)
3442 faces
12 degenerate faces
249112 square feet [35872180.00 square inches]
424 Displacements
42147 Square Feet [6069218.00 Square Inches]
3430 patches before subdivision
19438 patches after subdivision
0 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 (3)
transfers 1200348, max 616
transfer lists: 9.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0036 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/1024 144/49152 ( 0.3%)
brushes 479/8192 5748/98304 ( 5.8%)
brushsides 3140/65536 25120/524288 ( 4.8%)
planes 1552/65536 31040/1310720 ( 2.4%)
vertexes 5324/65536 63888/786432 ( 8.1%)
nodes 1678/65536 53696/2097152 ( 2.6%)
texinfos 135/12288 9720/884736 ( 1.1%)
texdata 23/2048 736/65536 ( 1.1%)
dispinfos 424/0 74624/0 ( 0.0%)
disp_verts 34344/0 686880/0 ( 0.0%)
disp_tris 54272/0 108544/0 ( 0.0%)
disp_lmsamples 144400/0 144400/0 ( 0.0%)
faces 3442/65536 192752/3670016 ( 5.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2024/65536 113344/3670016 ( 3.1%)
leaves 1682/65536 53824/2097152 ( 2.6%)
leaffaces 3398/65536 6796/131072 ( 5.2%)
leafbrushes 993/65536 1986/131072 ( 1.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 25326/512000 101304/2048000 ( 4.9%)
edges 13972/256000 55888/1024000 ( 5.5%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 184/32768 1840/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3360/65536 6720/131072 ( 5.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 679656/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 194570/16777216 ( 1.2%)
entdata [variable] 1389/393216 ( 0.4%)
LDR ambient table 1682/65536 6728/262144 ( 2.6%)
HDR ambient table 1682/65536 6728/262144 ( 2.6%)
LDR leaf ambient 913/65536 25564/1835008 ( 1.4%)
HDR leaf ambient 1682/65536 47096/1835008 ( 2.6%)
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] 1/816 ( 0.1%)
pakfile [variable] 211980/0 ( 0.0%)
physics [variable] 174595/4194304 ( 4.2%)
physics terrain [variable] 170650/1048576 (16.3%)
Level flags = 0
Total triangle count: 10268
Writing c:\users\buttman\desktop\dev folder\hammer maps\garrysmod maps\ttt_stonewood_B3.bsp
8 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Buttman\Desktop\Dev Folder\Hammer Maps\GarrysMod Maps\ttt_stonewood_B3.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\ttt_stonewood_B3.bsp"
Thanks for any help you can provide.
:what:
Nodraw doesn't draw when compiled, only shows in hammer. Don't use it on any faces you want to see.
And if your map DOES have a leak (you do not) you will see the compile log say **** LEAKED ****
[editline]Nodraw isn't a ingame texture you rascal[/editline]
For future notes, tool textures (anything that starts with /tool/) is not to be used for in game textures. These textures assist the engine during the compile stages. Most do not render at all with an exception of fog, and skybox.
Some pictures would help with what you're describing.
Did you turn the affected brushes into entities? If you're using them for simpler collision on stairs, the playerclip texture should be used
Sliding doors have an origin selector (small white circle) in the 2d views, try moving that straight upwards to make the door move into that direction
Sorry, you need to Log In to post a reply to this thread.