Black Faces on World Geometry; Weird Shadows

This map is 99% percent the same on both sides, just flipped.

Which is why I find this shadow here weird

http://filesmelt.com/dl/2011-07-31_00005.jpg

When this wall doesn’t have a shadow at all. (Note that the shadow is coming from a room seen through a window on the other side (the room is the same for RED and BLU)).

http://filesmelt.com/dl/2011-07-31_000061.jpg

I’m also getting these annoying black faces on my ceilings, and I’m not sure how to fix it.

http://filesmelt.com/dl/2011-07-31_00007.jpg

http://filesmelt.com/dl/2011-07-31_00008.jpg

Not a big problem but the lamp is shining orange oddly.

http://filesmelt.com/dl/2011-07-31_00009.jpg

Compile log -



** Executing...
** Command: "c:\program files (x86)\steam\steamapps\weret\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\weret	eam fortress 2	f" "C:\DevDocs\TF2\gb_map\ctf_projectdumb.vmf"

Valve Software - vbsp.exe (Jul  7 2010)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\weret	eam fortress 2	f\materials
Loading C:\DevDocs\TF2\gb_map\ctf_projectdumb.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity trigger_multiple (2131.78 -2300.50 53.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
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...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (237387 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 924 texinfos to 706
Reduced 39 texdatas to 38 (854 bytes to 836)
Writing C:\DevDocs\TF2\gb_map\ctf_projectdumb.bsp
4 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\weret\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\weret	eam fortress 2	f" "C:\DevDocs\TF2\gb_map\ctf_projectdumb"

Valve Software - vvis.exe (Jul  7 2010)
4 threads
reading c:\devdocs	f2\gb_map\ctf_projectdumb.bsp
reading c:\devdocs	f2\gb_map\ctf_projectdumb.prt
LoadPortals: couldn't read c:\devdocs	f2\gb_map\ctf_projectdumb.prt


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\weret\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files (x86)\steam\steamapps\weret	eam fortress 2	f" "C:\DevDocs\TF2\gb_map\ctf_projectdumb"

Valve Software - vrad.exe SSE (Jul  7 2010)

      Valve Radiosity Simulator     
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\devdocs	f2\gb_map\ctf_projectdumb.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (4.69 seconds)
5588 faces
29 degenerate faces
644936 square feet [92870864.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
62 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (20)
Build Patch/Sample Hash Table(s).....Done<0.0290 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (6)
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 (17)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  39/1024         1872/49152    ( 3.8%) 
brushes                584/8192         7008/98304    ( 7.1%) 
brushsides            4593/65536       36744/524288   ( 7.0%) 
planes                4290/65536       85800/1310720  ( 6.5%) 
vertexes              8758/65536      105096/786432   (13.4%) 
nodes                 4186/65536      133952/2097152  ( 6.4%) 
texinfos               706/12288       50832/884736   ( 5.7%) 
texdata                 38/2048         1216/65536    ( 1.9%) 
dispinfos                0/0               0/0        ( 0.0%) 
disp_verts               0/0               0/0        ( 0.0%) 
disp_tris                0/0               0/0        ( 0.0%) 
disp_lmsamples           0/0               0/0        ( 0.0%) 
faces                 5588/65536      312928/3670016  ( 8.5%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             2454/65536      137424/3670016  ( 3.7%) 
leaves                4226/65536      135232/2097152  ( 6.4%) 
leaffaces             6322/65536       12644/131072   ( 9.6%) 
leafbrushes           2825/65536        5650/131072   ( 4.3%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges            38038/512000     152152/2048000  ( 7.4%) 
edges                20752/256000      83008/1024000  ( 8.1%) 
LDR worldlights         62/8192         5456/720896   ( 0.8%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            716/32768        7160/327680   ( 2.2%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         11088/65536       22176/131072   (16.9%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                12/512          4224/180224   ( 2.3%) 
LDR lightdata         [variable]     1361812/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]       45979/393216   (11.7%) 
LDR ambient table     4226/65536       16904/262144   ( 6.4%) 
HDR ambient table     4226/65536       16904/262144   ( 6.4%) 
LDR leaf ambient     15717/65536      440076/1835008  (24.0%) 
HDR leaf ambient      4226/65536      118328/1835008  ( 6.4%) 
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]           1/8486     ( 0.0%) 
pakfile               [variable]      105691/0        ( 0.0%) 
physics               [variable]      237387/4194304  ( 5.7%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 16815
Writing c:\devdocs	f2\gb_map\ctf_projectdumb.bsp
48 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\DevDocs\TF2\gb_map\ctf_projectdumb.bsp" "c:\program files (x86)\steam\steamapps\weret	eam fortress 2	f\maps\ctf_projectdumb.bsp"

Texture used on the ceiling is concrete/computerwall001, on the window it’s glasswindow001a on the visible side, no draw on the other.

Maybe light_env through a window?
Also, you got a leak. Do map -> Load Pointfile and block the red line from entering the void.

There aren’t any leaks.

http://filesmelt.com/dl/noleak.png

Sometimes vbsp will say there’s a leak when their isn’t. Make a brush that encases that line.

Select everything in the map and enable helpers. Maybe some entities origin is put out there by accident.
Or you use an entity unknown by the game you map for with an origin parameter set outside the level.

Turned out some entity’s origin was out there, so that’s fixed.

But suddenly VVIS is running excessively slow while building PortalFlow. Both through Hammer or the Batch Compile Tool.

[editline]OHWAIT[/editline]

Never mind now it’s good.