Faces not rendering

Decompiled Valve’s de_overpass using bspsource.

When compiling the log gives no errors:


    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

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)

http://cloud-4.steampowered.com/ugc/582405046346397845/52311C8A3AF587C30AF784A8AC7A9B191F9ADB19/

http://cloud-4.steampowered.com/ugc/582405046346400180/96A230A8BE4797AD447FB8FEBAF4C18C2D6AE4A0/

http://cloud-4.steampowered.com/ugc/582405046346399180/D06362E6BCE9328C8D73AB4DDBDE6A4CA5722EEB/

http://cloud-4.steampowered.com/ugc/582405046346401378/A23D9E2E34A5A3C2AE5F52BE46CF7E554487F6F7/

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.