Flat entity that doesn't exsist.

I’m having a little bit of trouble with my map here. And I know this isn’t a Gmod map, but it runs on the same engine and is generally the same. So anyway, here is the problem.

  1. I’ve got this weird, flat entity that I can walk through, shoot through, etc. but it doesn’t show up in Hammer. I’ve been trying to get rid of it for a while now. Here are pictures, the last one is what my map looks like if I am directly in the non-resistant figure.

  1. Unrelated, but how do you keep enemies from firing into spawn? I have the func_respawnroomvisualizer or whatever it’s called, and all it does is stop the enemy in place. Bullets and grenades can still go into the enemy spawn easily. How can I fix this?

Thanks for all and any help I get from you guys.

EDIT - Dammit, I’ll get the compile log up ASAP. I forgot all about that.

Compile Log Please. Would help a ton.

** Executing…
** Command: “c:\program files\steam\steamapps oasty4you\sourcesdk\bin\orangebox\bin\vbsp.exe”
** Parameters: -game “c:\program files\steam\steamapps oasty4you eam fortress 2 f” “C:\Program Files\Steam\steamapps oasty4you\sourcesdk_content f\mapsrc\koth_grove_a2”

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files\steam\steamapps oasty4you eam fortress 2 f\materials
Loading C:\Program Files\Steam\steamapps oasty4you\sourcesdk_content f\mapsrc\koth_grove_a2.vmf
fixing up env_cubemap materials on brush sides…
ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (1)
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 78 detail faces…done (0)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
writing C:\Program Files\Steam\steamapps oasty4you\sourcesdk_content f\mapsrc\koth_grove_a2.prt…Building visibility clusters…
done (0)
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren’t compiled with the same size texture and/or same flags!
Can’t load skybox file skybox/sky_trainyard_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren’t compiled with the same size texture and/or same flags!
Can’t load skybox file skybox/sky_trainyard_01 to build the default cubemap!
Finding displacement neighbors…
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions…
Displacement Alpha : 0…1…2…3…4…5…6…7…8…9…10
Building Physics collision data…
done (0) (214762 bytes)
Error loading studio model “”!
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 717 texinfos to 596
Reduced 64 texdatas to 64 (1178 bytes to 1178)
Writing C:\Program Files\Steam\steamapps oasty4you\sourcesdk_content f\mapsrc\koth_grove_a2.bsp
16 seconds elapsed

** Executing…
** Command: “c:\program files\steam\steamapps oasty4you\sourcesdk\bin\orangebox\bin\vvis.exe”
** Parameters: -game “c:\program files\steam\steamapps oasty4you eam fortress 2 f” -fast “C:\Program Files\Steam\steamapps oasty4you\sourcesdk_content f\mapsrc\koth_grove_a2”

Valve Software - vvis.exe (May 19 2009)
fastvis = true
2 threads
reading c:\program files\steam\steamapps oasty4you\sourcesdk_content f\mapsrc\koth_grove_a2.bsp
reading c:\program files\steam\steamapps oasty4you\sourcesdk_content f\mapsrc\koth_grove_a2.prt
964 portalclusters
3288 numportals
BasePortalVis: 0…1…2…3…4…5…6…7…8…9…10 (3)
Optimized: 36311 visible clusters (0.00%)
Total clusters visible: 723335
Average clusters visible: 750
Building PAS…
Average clusters audible: 963
visdatasize:233798 compressed from 246784
writing c:\program files\steam\steamapps oasty4you\sourcesdk_content f\mapsrc\koth_grove_a2.bsp
3 seconds elapsed

** Executing…
** Command: “c:\program files\steam\steamapps oasty4you\sourcesdk\bin\orangebox\bin\vrad.exe”
** Parameters: -both -game “c:\program files\steam\steamapps oasty4you eam fortress 2 f” -noextra “C:\Program Files\Steam\steamapps oasty4you\sourcesdk_content f\mapsrc\koth_grove_a2”

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

  Valve Radiosity Simulator     

2 threads
[Reading texlights from ‘lights.rad’]
[34 texlights parsed from ‘lights.rad’]

Loading c:\program files\steam\steamapps oasty4you\sourcesdk_content f\mapsrc\koth_grove_a2.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure… Done (5.37 seconds)
4141 faces
2 degenerate faces
2357756 square feet [339516992.00 square inches]
37 Displacements
822532 Square Feet [118444624.00 Square Inches]
4139 patches before subdivision
64101 patches after subdivision
16 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (26)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (54)
transfers 4403291, max 1150
transfer lists: 33.6 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #1 added RGB(147842, 102024, 59276)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #2 added RGB(13467, 4824, 1697)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #3 added RGB(1934, 304, 75)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #4 added RGB(362, 22, 5)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #5 added RGB(80, 2, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #6 added RGB(18, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #7 added RGB(5, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #8 added RGB(1, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.0643 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (29)
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 (56)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 28/1024 1344/49152 ( 2.7%)
brushes 551/8192 6612/98304 ( 6.7%)
brushsides 6263/65536 50104/524288 ( 9.6%)
planes 6534/65536 130680/1310720 (10.0%)
vertexes 6118/65536 73416/786432 ( 9.3%)
nodes 2072/65536 66304/2097152 ( 3.2%)
texinfos 596/12288 42912/884736 ( 4.9%)
texdata 64/2048 2048/65536 ( 3.1%)
dispinfos 37/0 6512/0 ( 0.0%)
disp_verts 2997/0 59940/0 ( 0.0%)
disp_tris 4736/0 9472/0 ( 0.0%)
disp_lmsamples 221648/0 221648/0 ( 0.0%)
faces 4141/65536 231896/3670016 ( 6.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2409/65536 134904/3670016 ( 3.7%)
leaves 2101/65536 67232/2097152 ( 3.2%)
leaffaces 4905/65536 9810/131072 ( 7.5%)
leafbrushes 1655/65536 3310/131072 ( 2.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 28831/512000 115324/2048000 ( 5.6%)
edges 15477/256000 61908/1024000 ( 6.0%)
LDR worldlights 16/8192 1408/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 247/32768 2470/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3810/65536 7620/131072 ( 5.8%)
cubemapsamples 10/1024 160/16384 ( 1.0%)
overlays 43/512 15136/180224 ( 8.4%)
LDR lightdata [variable] 2288468/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 233798/16777216 ( 1.4%)
entdata [variable] 42385/393216 (10.8%)
LDR ambient table 2101/65536 8404/262144 ( 3.2%)
HDR ambient table 2101/65536 8404/262144 ( 3.2%)
LDR leaf ambient 11169/65536 312732/1835008 (17.0%)
HDR leaf ambient 2101/65536 58828/1835008 ( 3.2%)
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] 1/16296 ( 0.0%)
pakfile [variable] 54/0 ( 0.0%)
physics [variable] 214762/4194304 ( 5.1%)
physics terrain [variable] 6639/1048576 ( 0.6%)

Level flags = 0

Total triangle count: 10662
Writing c:\program files\steam\steamapps oasty4you\sourcesdk_content f\mapsrc\koth_grove_a2.bsp
2 minutes, 55 seconds elapsed
Valve Software - vrad.exe SSE (May 19 2009)

  Valve Radiosity Simulator     

2 threads
[Reading texlights from ‘lights.rad’]
[34 texlights parsed from ‘lights.rad’]

Loading c:\program files\steam\steamapps oasty4you\sourcesdk_content f\mapsrc\koth_grove_a2.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure… Done (5.08 seconds)
4141 faces
2 degenerate faces
2357756 square feet [339516992.00 square inches]
37 Displacements
822532 Square Feet [118444624.00 Square Inches]
4139 patches before subdivision
64101 patches after subdivision
16 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (25)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (55)
transfers 4403291, max 1150
transfer lists: 33.6 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #1 added RGB(147842, 102024, 59276)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #2 added RGB(13467, 4824, 1697)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #3 added RGB(1934, 304, 75)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #4 added RGB(362, 22, 5)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #5 added RGB(80, 2, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #6 added RGB(18, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #7 added RGB(5, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #8 added RGB(1, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.0688 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (29)
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 (57)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 28/1024 1344/49152 ( 2.7%)
brushes 551/8192 6612/98304 ( 6.7%)
brushsides 6263/65536 50104/524288 ( 9.6%)
planes 6534/65536 130680/1310720 (10.0%)
vertexes 6118/65536 73416/786432 ( 9.3%)
nodes 2072/65536 66304/2097152 ( 3.2%)
texinfos 596/12288 42912/884736 ( 4.9%)
texdata 64/2048 2048/65536 ( 3.1%)
dispinfos 37/0 6512/0 ( 0.0%)
disp_verts 2997/0 59940/0 ( 0.0%)
disp_tris 4736/0 9472/0 ( 0.0%)
disp_lmsamples 221648/0 221648/0 ( 0.0%)
faces 4141/65536 231896/3670016 ( 6.3%)
hdr faces 4141/65536 231896/3670016 ( 6.3%)
origfaces 2409/65536 134904/3670016 ( 3.7%)
leaves 2101/65536 67232/2097152 ( 3.2%)
leaffaces 4905/65536 9810/131072 ( 7.5%)
leafbrushes 1655/65536 3310/131072 ( 2.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 28831/512000 115324/2048000 ( 5.6%)
edges 15477/256000 61908/1024000 ( 6.0%)
LDR worldlights 16/8192 1408/720896 ( 0.2%)
HDR worldlights 16/8192 1408/720896 ( 0.2%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 247/32768 2470/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3810/65536 7620/131072 ( 5.8%)
cubemapsamples 10/1024 160/16384 ( 1.0%)
overlays 43/512 15136/180224 ( 8.4%)
LDR lightdata [variable] 2288468/0 ( 0.0%)
HDR lightdata [variable] 2288468/0 ( 0.0%)
visdata [variable] 233798/16777216 ( 1.4%)
entdata [variable] 42385/393216 (10.8%)
LDR ambient table 2101/65536 8404/262144 ( 3.2%)
HDR ambient table 2101/65536 8404/262144 ( 3.2%)
LDR leaf ambient 11169/65536 312732/1835008 (17.0%)
HDR leaf ambient 11169/65536 312732/1835008 (17.0%)
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] 1/16296 ( 0.0%)
pakfile [variable] 54/0 ( 0.0%)
physics [variable] 214762/4194304 ( 5.1%)
physics terrain [variable] 6639/1048576 ( 0.6%)

Level flags = 0

Total triangle count: 10662
Writing c:\program files\steam\steamapps oasty4you\sourcesdk_content f\mapsrc\koth_grove_a2.bsp
2 minutes, 56 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Program Files\Steam\steamapps oasty4you\sourcesdk_content f\mapsrc\koth_grove_a2.bsp” “c:\program files\steam\steamapps oasty4you eam fortress 2 f\maps\koth_grove_a2.bsp”

Skybox go bad D: *** Error: Skybox vtf files for skybox/sky_trainyard_01 weren’t compiled with the same size texture and/or same flags!
Can’t load skybox file skybox/sky_trainyard_01 to build the default cubemap!

Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
That looks bad - never had that error be4 so…

And what the hell? Error loading studio model “”! No prop name? Ok then…

EDIT:
When you clip a brush then try to use displacement on it most of the times the brush gets screwed over.

Well I’m not sure about the entity but it may be a displacement problem due to you having more than one displacement on the same brush.

What I would do if I were you is if you have displacements select them, and go into the face edit sheet, deselect the top face and press destroy.

You also have a prop_something entity that doesn’t have a model specified. So find the prop_something and choose a model for it.

Thats all the errors I could find for you.

Well it isn’t the fault of the skybox, I’ve always had that error and it compiles fine.
It may be “Patch Sample Radius Clamped” but it didn’t give me too big of problems before.
I think it is “Error loading studio model “”!”

[editline]09:15PM[/editline]

Oh, I just now saw your post Firegod.

I checked the “Entity Report…” option and the only kinds of props I have are prop_dynamic and prop_static. I also went into my Visgroups and selected it so that only props would show on the screen, and I have yet to find one named different. So I guess I’ll search harder on that one? Will it still say prop_dynamic/prop_static and just not have a model name?

As for the displacements, I’m testing that out now.

Well I’ve had that happen to me before, it was due to some microbrushes I had accidentally created. Microbrushes are brushes that are smaller than 1 unit. It sometimes appears in the problem checker and/or the compile log, but I’ve had cases where it didn’t.
Try selecting the whole area in hammer and seeing if there’s somethign in there that’s invisible.

How would I know if the thing I selected is invisible?

That’s the thing… You just have to try it and see. It might not even be a microbrush thought because USUALLY it does show up in the log

Well this is unusual. I deleted all the grass around the problem in the screenshot and the “flat problem area” disappeared. I tried manually adding back all the grass again but then it showed up again. What in the world?

Can you take a screenshot of it in hammer for us?

Try copying the entire map over into a new vmf, see if that fixes it. Ghost brushes have been known to occur, Murkrow had a brillaint quote about it, but I lost it :frowning:

All the grass surrounding that hole when deleted deletes the “ghost brush” but I’ll try copying it to a new vmf after school today and see if that gets rid of it for good.

[editline]05:57AM[/editline]

If you guys can’t figure this out right away, I still have that other question which was this:

  1. Unrelated, but how do you keep enemies from firing into spawn? I have the func_respawnroomvisualizer or whatever it’s called, and all it does is stop the enemy in place. Bullets and grenades can still go into the enemy spawn easily. How can I fix this?

A brush with the block bullets texture?

I think they just occur as a bug during triangulation in VBSP. Try changing the shape/layout of the brushes surrounding the hole.

Also, the hole looks unnatural anyway, so I’d suggest redoing that little area slightly.

Doesn’t look like its aligned much, unless you wanted it to be that way.

I fixed it, thanks for all of you guy’s help. I actually found out my own way but thanks for any input.

What I did was I took a nodraw texture and built it right over the problem area. And then I made that nodraw the “Invisble” texture under tools, it should be purple. I alt+tab and changed it to be “Never Solid” and the invisible tool completely covered up the weird glitch area.

The map is available here, thanks again! http://www.fpsbanana.com/maps/114244

So you didn’t “fix” it, you just hid its effects.

Did you try resizing that brush by maybe only 1 unit? That would probably fix whatever geometry is causing that stupid brush error.