Holes in some blocks

Can someone explain me why this happens:

It was supposed to be like this:

Um, if i were you make sure that you don’t have a messed up displacement and if that doesn’t work, delete the brush and re-add it. other than that :goodjob:

Already tried and did not work.

Let us see the compile log

people set their grids up to 128??! holy fuck lol.

Anything weird show up during compiling?

[editline]4th October 2015[/editline]

Also post a shot of the geometry of it. Like if theres any vertexes, displacements, brush thickness.

Honestly, it looks like a displacement that is going too low and the skybox is too high (underneath it)

materialPath: C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\materials
Loading C:\Users\Félix\Desktop\Nova pasta\highflooroffice.vmf
ConVarRef mat_reduceparticles doesn’t point to an existing ConVar
Could not locate ‘GameData’ key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt
fixing up env_cubemap materials on brush sides…
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring…
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 (0)
Find Visible Detail Sides…
Merged 946 detail faces…done (0)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
writing C:\Users\Félix\Desktop\Nova pasta\highflooroffice.prt…Building visibility clusters…
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.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) (733672 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 1076 texinfos to 814
Reduced 49 texdatas to 38 (1577 bytes to 1354)
Writing C:\Users\Félix\Desktop\Nova pasta\highflooroffice.bsp
3 seconds elapsed

4 threads
reading c:\users\félix\desktop
ova pasta\highflooroffice.bsp
reading c:\users\félix\desktop
ova pasta\highflooroffice.prt
893 portalclusters
2482 numportals
0…1…2…3…4…5…6…7…8…9…100…1…2…3…4…5…6…7…8…9…10Optimized: 1414 visible clusters (0.68%)
Total clusters visible: 208605
Average clusters visible: 233
Building PAS…
Average clusters audible: 758
visdatasize:170243 compressed from 200032
writing c:\users\félix\desktop
ova pasta\highflooroffice.bsp
56 seconds elapsed

[Reading texlights from ‘lights.rad’]
[45 texlights parsed from ‘lights.rad’]

Loading c:\users\félix\desktop
ova pasta\highflooroffice.bsp
6806 faces
29 degenerate faces
174976 square feet [25196570.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
6777 patches before subdivision
32551 patches after subdivision
38 direct lights
0…1…2…3…4…5…6…7…8…9…100…1…2…3…4…5…6…7…8…9…10transfers 4167236, max 1515
transfer lists: 31.8 megs
0…1…2…3…4…5…6…7…8…9…10 Bounce #1 added RGB(385834, 114729, 11211)
0…1…2…3…4…5…6…7…8…9…10 Bounce #2 added RGB(227326, 19167, 576)
0…1…2…3…4…5…6…7…8…9…10 Bounce #3 added RGB(133475, 3304, 101)
0…1…2…3…4…5…6…7…8…9…10 Bounce #4 added RGB(93835, 679, 7)
0…1…2…3…4…5…6…7…8…9…10 Bounce #5 added RGB(62124, 133, 2)
0…1…2…3…4…5…6…7…8…9…10 Bounce #6 added RGB(44652, 28, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #7 added RGB(30897, 6, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #8 added RGB(22241, 1, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #9 added RGB(15680, 0, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #10 added RGB(11277, 0, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #11 added RGB(8021, 0, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #12 added RGB(5766, 0, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #13 added RGB(4121, 0, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #14 added RGB(2963, 0, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #15 added RGB(2123, 0, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #16 added RGB(1527, 0, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #17 added RGB(1097, 0, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #18 added RGB(789, 0, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #19 added RGB(567, 0, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #20 added RGB(409, 0, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #21 added RGB(294, 0, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #22 added RGB(212, 0, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #23 added RGB(153, 0, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #24 added RGB(110, 0, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #25 added RGB(79, 0, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #26 added RGB(57, 0, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #27 added RGB(41, 0, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #28 added RGB(30, 0, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #29 added RGB(22, 0, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #30 added RGB(16, 0, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #31 added RGB(11, 0, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #32 added RGB(8, 0, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #33 added RGB(6, 0, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #34 added RGB(4, 0, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #35 added RGB(3, 0, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #36 added RGB(2, 0, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #37 added RGB(2, 0, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #38 added RGB(1, 0, 0)
0…1…2…3…4…5…6…7…8…9…10 Bounce #39 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.0140 sec>
0…1…2…3…4…5…6…7…8…9…10FinalLightFace Done
2 of 2 (100% 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 4/1024 192/49152 ( 0.4%)
brushes 2097/8192 25164/98304 (25.6%)
brushsides 14194/65536 113552/524288 (21.7%)
planes 3744/65536 74880/1310720 ( 5.7%)
vertexes 10611/65536 127332/786432 (16.2%)
nodes 1998/65536 63936/2097152 ( 3.0%)
texinfos 814/12288 58608/884736 ( 6.6%)
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 6806/65536 381136/3670016 (10.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 5041/65536 282296/3670016 ( 7.7%)
leaves 2003/65536 64096/2097152 ( 3.1%)
leaffaces 7920/65536 15840/131072 (12.1%)
leafbrushes 3084/65536 6168/131072 ( 4.7%)
areas 3/256 24/2048 ( 1.2%)
surfedges 54850/512000 219400/2048000 (10.7%)
edges 32233/256000 128932/1024000 (12.6%)
LDR worldlights 38/8192 3344/720896 ( 0.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 378/32768 3780/327680 ( 1.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 16317/65536 32634/131072 (24.9%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 701792/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 170243/16777216 ( 1.0%)
entdata [variable] 29555/393216 ( 7.5%)
LDR ambient table 2003/65536 8012/262144 ( 3.1%)
HDR ambient table 2003/65536 8012/262144 ( 3.1%)
LDR leaf ambient 6162/65536 172536/1835008 ( 9.4%)
HDR leaf ambient 2003/65536 56084/1835008 ( 3.1%)
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] 1/4864 ( 0.0%)
pakfile [variable] 177827/0 ( 0.0%)
physics [variable] 733672/4194304 (17.5%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 20918
Writing c:\users\félix\desktop
ova pasta\highflooroffice.bsp
24 seconds elapsed

:saddowns: The most latest compile log woulda just done instead of copying over the entire .log

also use the


 code or lua brackets 

cleans up the pages, especcially if you’re just going to throw the contents so lazily.

But the compile log looks fine…

[editline] sometimes, i want you to send me a pm. maybe we can be friends lol[/editline]

Thank you for cleaning that up, I appreciate it.

Can we get a screenshot or a downloading link for the vmf?

I check the log in www.interlopers.net/errors/ and not found errors

[editline]4th October 2015[/editline]

yes

You say yes, annd you don’t follow it up with anything else :why:

Did you make every ground stripe as a brush? Then it’s very likely the compiler doesn’t like it as it’s too complicated, use decals/overlays instead, which will also cut down the brush number significantly.

Sorry
Heres the link: http://http://www.mediafire.com/download/47dduh1wyaqimae/highflooroffice.vmf

HGrunt nailed it, take his advice:

NEVER DO THIS. Not only is this a tremendous amount of resources, it will break vbsp. If you’re going to do something like this, use overlays.

http://puu.sh/kyiJE/8429088886.jpg

Also, cars a MUCH larger than 16x7. A player is far larger than this. In fact, a player would take up 2 slots just by walking across it.

Its probably that. All lines are done with brushes.

[editline]4th October 2015[/editline]

Ok. Thank you all.
You are all awesome:happy:

Good luck out there Dr Freeman

http://puu.sh/kykwO/8817795cd5.jpg

3D skybox?

to help with getting the scale right drop a model car or lorry in the map :slight_smile: