Compiling GMOD map causes the entire map to be fullblack
8 replies, posted
So for the past week or so I've been working on modifying an existing version of RP_DOWNTOWN. While I've taken every precaution I could, and even got help from multiple other mappers, we've ran into an issue. The map is done. Theres nothing left to be added. But for some reason, when the map is Fast Compiled, you have these massive fullblack spots. They can be lit up with the flashlight tool. When the map is Full compiled, the entire map goes pitch black except for the sky and props. I've had 2 mappers dive into the vmf so far, and they have no idea why its happening. I am in full realization that downtown is a piece of shit map, is unoptimized, yada yada, so please save that for another thread. I really have no Idea what is happening here, so please, any help would be very very much appreciated!
As far as i'm concerned, there is no leaks. We've tried to fix every bug we could. We've func_detailed a lot.
Here are the compile logs: [url]https://pastebin.com/H8fQ9cDa[/url]
Thanks!
(I do not take credit for anything in the map. It is simply a modification. All credit goes to the original author.)
[IMG]https://i.imgur.com/eHtLlo5.jpg[/IMG]
[IMG]https://i.imgur.com/t5joZ4s.jpg[/IMG]
[IMG]https://i.imgur.com/hbEwdPz.png[/IMG]
[IMG]https://i.imgur.com/zYtqYKh.png[/IMG]
it looks like your getting shadows from props in the 3d skybox try disabling shadows on them
[QUOTE=taz0;52151580]it looks like your getting shadows from props in the 3d skybox try disabling shadows on them[/QUOTE]
Using -noskyboxrecurse in the launch parameters still makes them have spots. Hiding the skybox entirely still makes the spots. Moving the skybox far away from the map still makes the spots. I don't believe it has to do with the skybox, but I appreciate the help though!
Check light_env settings if you've changed them. Do you mind pasting the vmf here?
Edit:
[code]zero area child patch[/code]
Check for invalid solids or faces?
[QUOTE=AndromedaSol;52151656]Using -noskyboxrecurse in the launch parameters still makes them have spots. Hiding the skybox entirely still makes the spots. Moving the skybox far away from the map still makes the spots. I don't believe it has to do with the skybox, but I appreciate the help though![/QUOTE]
select all models in the skybox and open properties you should see settings to disable shadows on the models :)
-snip-
[QUOTE=Rehukotsa;52151666]Check light_env settings if you've changed them. Do you mind pasting the vmf here?
Edit:
[code]zero area child patch[/code]
Check for invalid solids or faces?[/QUOTE]
How can I check for invalid solids or faces?
[editline]26th April 2017[/editline]
[QUOTE=taz0;52151974]select all models in the skybox and open properties you should see settings to disable shadows on the models :)[/QUOTE]
There are no models in the skybox. Just brushes used to give the appearance of an infinite ocean.
[QUOTE=AndromedaSol;52153604]How can I check for invalid solids or faces?
[editline]26th April 2017[/editline]
There are no models in the skybox. Just brushes used to give the appearance of an infinite ocean.[/QUOTE]
[thumb]http://i.imgur.com/EEZocEk.png[/thumb]
Try to fix all of them. You can usually fix weird faces by ticking on either [ ]face or [ ]world in the texture dialog.
[code]material "/metal6" not found.
Material not found!: /METAL6
material "/harvest_and_trustee_sign_01" not found.
Material not found!: /HARVEST_AND_TRUSTEE_SIGN_01[/code]
You need to fix these textures by either replacing them with something else or adding the missing textures to the materials folder. Textures not found by the compiler will either be pink checkerboards or fullbright.
[QUOTE=Rehukotsa;52151666][code]zero area child patch[/code]
Check for invalid solids or faces?[/QUOTE]
This error is related to visleaf creation and how brush faces are chopped. Most maps are going to have at least one of these somewhere. Most of the time these don't cause problems and can be ignored.
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