Flashlight problem pissing me off

Okay… So I’ve been working on this map… It’s been coming along quite nicely up until a few hours ago. I added a room to my map, compiled, and now when I turn on my flashlight, the map becomes like clipped. It’s almost as if an area portal fucked up, but the thing is I don’t have any yet. I even tried removing the room(s) I added and the problem still occurred.

Here’s a picture of the map with the flashlight on…

Heres a picture with it off…

Now what the flying fuck could be causing this?! There are no errors in my log.

Here’s my log.



** Executing...
** Command: "C:\Program Files (x86)\steam\steamapps\blackops\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\blackops\garrysmod\garrysmod" "C:\Users\Jakes\Desktop\Jake's Folder\deathrun_lolwut"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\blackops\garrysmod\garrysmod\materials
Loading C:\Users\Jakes\Desktop\Jake's Folder\deathrun_lolwut.vmf
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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 148 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Users\Jakes\Desktop\Jake's Folder\deathrun_lolwut.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/jk_sky1*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/jk_sky1*.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 (0) (199253 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 997 texinfos to 513
Reduced 95 texdatas to 77 (4655 bytes to 3796)
Writing C:\Users\Jakes\Desktop\Jake's Folder\deathrun_lolwut.bsp
1 second elapsed

** Executing...
** Command: "C:\Program Files (x86)\steam\steamapps\blackops\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\blackops\garrysmod\garrysmod" "C:\Users\Jakes\Desktop\Jake's Folder\deathrun_lolwut"

Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\users\jakes\desktop\jake's folder\deathrun_lolwut.bsp
reading c:\users\jakes\desktop\jake's folder\deathrun_lolwut.prt
 185 portalclusters
 438 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 (1)
Optimized: 13 visible clusters (0.00%)
Total clusters visible: 18418
Average clusters visible: 99
Building PAS...
Average clusters audible: 181
visdatasize:9309  compressed from 8880
writing c:\users\jakes\desktop\jake's folder\deathrun_lolwut.bsp
1 second elapsed

** Executing...
** Command: "C:\Program Files (x86)\steam\steamapps\blackops\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files (x86)\steam\steamapps\blackops\garrysmod\garrysmod" "C:\Users\Jakes\Desktop\Jake's Folder\deathrun_lolwut"

Valve Software - vrad.exe SSE (May 19 2009)

      Valve Radiosity Simulator     
2 threads
[Reading texlights from 'lights.rad']
[53 texlights parsed from 'lights.rad']

Loading c:\users\jakes\desktop\jake's folder\deathrun_lolwut.bsp
Setting up ray-trace acceleration structure... Done (0.34 seconds)
1572 faces
4 degenerate faces
126297 square feet [18186888.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1568 patches before subdivision
19850 patches after subdivision
sun extent from map=0.422618
329 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (30)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (5)
transfers 2527660, max 485
transfer lists:  19.3 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(110444, 91949, 57841)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(13433, 10577, 6072)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(2157, 1675, 916)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(288, 211, 105)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(46, 33, 15)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(7, 4, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(1, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0096 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (3)
FinalLightFace Done
208 of 323 (64% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (6)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  61/1024         2928/49152    ( 6.0%) 
brushes                501/8192         6012/98304    ( 6.1%) 
brushsides            3858/65536       30864/524288   ( 5.9%) 
planes                1810/65536       36200/1310720  ( 2.8%) 
vertexes              2509/65536       30108/786432   ( 3.8%) 
nodes                  962/65536       30784/2097152  ( 1.5%) 
texinfos               513/12288       36936/884736   ( 4.2%) 
texdata                 77/2048         2464/65536    ( 3.8%) 
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                 1572/65536       88032/3670016  ( 2.4%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             1254/65536       70224/3670016  ( 1.9%) 
leaves                1024/65536       32768/2097152  ( 1.6%) 
leaffaces             1862/65536        3724/131072   ( 2.8%) 
leafbrushes            802/65536        1604/131072   ( 1.2%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            13088/512000      52352/2048000  ( 2.6%) 
edges                 7972/256000      31888/1024000  ( 3.1%) 
LDR worldlights        329/8192        28952/720896   ( 4.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            3/32768          36/393216   ( 0.0%) 
waterstrips            144/32768        1440/327680   ( 0.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          3720/65536        7440/131072   ( 5.7%) 
cubemapsamples          13/1024          208/16384    ( 1.3%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     1019464/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]        9309/16777216 ( 0.1%) 
entdata               [variable]       46282/393216   (11.8%) 
LDR ambient table     1024/65536        4096/262144   ( 1.6%) 
HDR ambient table     1024/65536        4096/262144   ( 1.6%) 
LDR leaf ambient      4499/65536      125972/1835008  ( 6.9%) 
HDR leaf ambient      1024/65536       28672/1835008  ( 1.6%) 
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]           1/206      ( 0.5%) 
pakfile               [variable]     1235606/0        ( 0.0%) 
physics               [variable]      199253/4194304  ( 4.8%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 4749
Writing c:\users\jakes\desktop\jake's folder\deathrun_lolwut.bsp
46 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Jakes\Desktop\Jake's Folder\deathrun_lolwut.bsp" "C:\Program Files (x86)\steam\steamapps\blackops\garrysmod\garrysmod\maps\deathrun_lolwut.bsp"


Have you actually tried making an area portal? or perhaps a hint brush to indicate it can be seen?

Most likely its an engine error.

I guess I’ll try that now. It’s just that I’ve never seen anything like this before.

Also, it may look like an area portal type problem, but the way it behaves is not.

It’s almost as if there is a hidden fog on the map that is not allowing me to see over 512 units or so. It moves with me, it’s not just in one part of the map.

Also… This is interesting…

[editline]07:53PM[/editline]

Holy fuck I fixed it. I still don’t know what caused it, but copy/pasting it into a new map fixed it. I must have changed some unknown setting or some shit.

[editline]07:54PM[/editline]

Wait WTF?! It was my mother fucking skybox material? Are you fucking kidding me?? How in the hell does the skybox cause this.

edit: it are fun.

Not sure. You could post the .vmt for one of the sides if you want and we can have a look at it?

how did you get the wireframe thing, its badass

in the console type mat_wireframe 1

No, he used mat_wireframe 3.

http://www.filefront.com/14742187/skybox1.rar
I got it off of FPSbanana witch seems to be down atm.


"unlitGeneric"
{
	"$baseTexture" "skybox/jk_sky1up"
}


That’s it. The only thing is that the actual texture itself is kind of small, 512x512.
The funny thing is it worked fine then it just stopped working for no reason.

Yep.

Try this:


"UnlitGeneric"
{
	"$baseTexture" "skybox/jk_sky1up"
	"$nofog" 1
	$ignorez 1
}


Will do.

The .vmt for a skybox should be “Sky” not “UnlitGeneric”.

It doesn’t matter unless its HDR

But why not use it to be sure? It’s not that it’s any worse is it?

Well I did both and it fixed it. Thanks.

Your very welcome.