Matte Black Brushes?

My map used to look like this

http://i.imgur.com/Rtz83.jpg[/THUMB]
As you can see it does have a enviroment light and whatnot.
and after about 25 compiles, It started to become into this:
[THUMB]http://i.imgur.com/pySFX.jpg

Now I have no idea what the problem is. And I’ve tried google, with no luck that fixed my problem.

You might have deleted the light, or perhaps you never added sky light, but added a light source indoors/the fire at the car.

But, it only started turning black after I added a room with a cube map in it. The screenshots are just really far apart in terms of compiles.

Not sure if this is helpful, but I figured out that if I shoot it lights up the ground so it seems to be a problem with lighting?

Remove the cubemap?

I’ve never had this happen before mind explaining a bit more? Because I have quite a few cubemaps
in my map.

Is your fullbright on any number other than 0? CS:GO did something similar to mine when I was using fullbright for testing.

My console says I was at mat_fullbright 0, and I tried changing it from 0 to 1 then back to 0. Nothing changed, except I was able to see my map with mat_fullbright 1, but the shadows we’re there and messed up.

[editline]26th August 2012[/editline]

I did just try removing all the cubemaps in the map, it did nothing.
Also sorry for bumping the thread, I don’t mean to, it’s just that I put a solid 10 hours into work on this map.

Post the compile log.

do you have models in your skybox? set them to not cast lightmap shadows. I had an issue like this once.





materialPath: F:\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials
Loading C:\Users\George\Desktop\cs_hotel\cs_hotel.vmf
Map revision 190
ConVarRef gpu_level doesn't point to an existing ConVar
Material not found!: BRICK/BRICKFLOOR001A
Material not found!: BUILDINGS/GEN17
Material not found!: STONE/STONETRIM004A
Material not found!: BUILDINGS/GEN21
Patching WVT material: maps/cs_hotel/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
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 16 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\George\Desktop\cs_hotel\cs_hotel.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 (0) (103345 bytes)
Static prop models/props_urban/curb_straight001_64.mdl outside the map (1404.00, 480.00, 65.00)
Static prop models/props_urban/curb_straight001_64.mdl outside the map (-508.00, 480.00, 65.00)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 617 texinfos to 366
Reduced 52 texdatas to 44 (1244 bytes to 1026)
Writing C:\Users\George\Desktop\cs_hotel\cs_hotel.bsp
4 seconds elapsed



8 threads
reading c:\users\george\desktop\cs_hotel\cs_hotel.bsp
reading c:\users\george\desktop\cs_hotel\cs_hotel.prt
 381 portalclusters
1202 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 437 visible clusters (0.00%)
Total clusters visible: 98508
Average clusters visible: 258
Building PAS...
Average clusters audible: 379
visdatasize:39299  compressed from 36576
writing c:\users\george\desktop\cs_hotel\cs_hotel.bsp
29 seconds elapsed



[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']

Loading c:\users\george\desktop\cs_hotel\cs_hotel.bsp
2560 faces
1300124 square feet [187217856.00 square inches]
4 Displacements
2572 Square Feet [370478.00 Square Inches]
2560 patches before subdivision
zero area child patch
zero area child patch
160690 patches after subdivision
13 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 14408259, max 952
transfer lists: 109.9 megs
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Build Patch/Sample Hash Table(s).....Done<0.3697 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                   1/1024           48/49152    ( 0.1%) 
brushes                280/8192         3360/98304    ( 3.4%) 
brushsides            1861/65536       14888/524288   ( 2.8%) 
planes                1226/65536       24520/1310720  ( 1.9%) 
vertexes              4009/65536       48108/786432   ( 6.1%) 
nodes                  877/65536       28064/2097152  ( 1.3%) 
texinfos               366/12288       26352/884736   ( 3.0%) 
texdata                 44/2048         1408/65536    ( 2.1%) 
dispinfos                4/0             704/0        ( 0.0%) 
disp_verts            1156/0           23120/0        ( 0.0%) 
disp_tris             2048/0            4096/0        ( 0.0%) 
disp_multiblend          0/0               0/0        ( 0.0%) 
disp_lmsamples        7927/0            7927/0        ( 0.0%) 
faces                 2560/65536      143360/3670016  ( 3.9%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              721/65536       40376/3670016  ( 1.1%) 
facebrushes             94/0             188/0        ( 0.0%) 
facebrushlists        2560/0           10240/0        ( 0.0%) 
leaves                 879/65536       28128/2097152  ( 1.3%) 
leaffaces             2928/65536        5856/131072   ( 4.5%) 
leafbrushes            763/65536        1526/131072   ( 1.2%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges            14599/512000      58396/2048000  ( 2.9%) 
edges                 8361/256000      33444/1024000  ( 3.3%) 
LDR worldlights         12/8192         1200/819200   ( 0.1%) 
HDR worldlights          0/8192            0/819200   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            187/32768        1870/327680   ( 0.6%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          3216/65536        6432/131072   ( 4.9%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 7/512          2464/180224   ( 1.4%) 
LDR lightdata         [variable]     6332651/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       39299/16777216 ( 0.2%) 
entdata               [variable]       25879/393216   ( 6.6%) 
LDR ambient table      879/65536        3516/262144   ( 1.3%) 
HDR ambient table      879/65536        3516/262144   ( 1.3%) 
LDR leaf ambient      4097/65536      114716/1835008  ( 6.3%) 
HDR leaf ambient       879/65536       24612/1835008  ( 1.3%) 
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]           1/17210    ( 0.0%) 
pakfile               [variable]      149704/0        ( 0.0%) 
physics               [variable]      103345/4194304  ( 2.5%) 
physics terrain       [variable]         514/1048576  ( 0.0%) 

Level flags = 4

Total triangle count: 6578
Writing c:\users\george\desktop\cs_hotel\cs_hotel.bsp
1 minute, 20 seconds elapsed



[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']

Loading c:\users\george\desktop\cs_hotel\cs_hotel.bsp
2560 faces
1300124 square feet [187217856.00 square inches]
4 Displacements
2572 Square Feet [370478.00 Square Inches]
2560 patches before subdivision
zero area child patch
zero area child patch
160690 patches after subdivision
13 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 14408259, max 952
transfer lists: 109.9 megs
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Build Patch/Sample Hash Table(s).....Done<0.4779 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                   1/1024           48/49152    ( 0.1%) 
brushes                280/8192         3360/98304    ( 3.4%) 
brushsides            1861/65536       14888/524288   ( 2.8%) 
planes                1226/65536       24520/1310720  ( 1.9%) 
vertexes              4009/65536       48108/786432   ( 6.1%) 
nodes                  877/65536       28064/2097152  ( 1.3%) 
texinfos               366/12288       26352/884736   ( 3.0%) 
texdata                 44/2048         1408/65536    ( 2.1%) 
dispinfos                4/0             704/0        ( 0.0%) 
disp_verts            1156/0           23120/0        ( 0.0%) 
disp_tris             2048/0            4096/0        ( 0.0%) 
disp_multiblend          0/0               0/0        ( 0.0%) 
disp_lmsamples        7927/0            7927/0        ( 0.0%) 
faces                 2560/65536      143360/3670016  ( 3.9%) 
hdr faces             2560/65536      143360/3670016  ( 3.9%) 
origfaces              721/65536       40376/3670016  ( 1.1%) 
facebrushes             94/0             188/0        ( 0.0%) 
facebrushlists        2560/0           10240/0        ( 0.0%) 
leaves                 879/65536       28128/2097152  ( 1.3%) 
leaffaces             2928/65536        5856/131072   ( 4.5%) 
leafbrushes            763/65536        1526/131072   ( 1.2%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges            14599/512000      58396/2048000  ( 2.9%) 
edges                 8361/256000      33444/1024000  ( 3.3%) 
LDR worldlights         12/8192         1200/819200   ( 0.1%) 
HDR worldlights         12/8192         1200/819200   ( 0.1%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            187/32768        1870/327680   ( 0.6%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          3216/65536        6432/131072   ( 4.9%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 7/512          2464/180224   ( 1.4%) 
LDR lightdata         [variable]     6332651/0        ( 0.0%) 
HDR lightdata         [variable]     6332651/0        ( 0.0%) 
visdata               [variable]       39299/16777216 ( 0.2%) 
entdata               [variable]       25879/393216   ( 6.6%) 
LDR ambient table      879/65536        3516/262144   ( 1.3%) 
HDR ambient table      879/65536        3516/262144   ( 1.3%) 
LDR leaf ambient      4097/65536      114716/1835008  ( 6.3%) 
HDR leaf ambient      4097/65536      114716/1835008  ( 6.3%) 
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]           1/17210    ( 0.0%) 
pakfile               [variable]      149704/0        ( 0.0%) 
physics               [variable]      103345/4194304  ( 2.5%) 
physics terrain       [variable]         514/1048576  ( 0.0%) 

Level flags = 4

Total triangle count: 6578
Writing c:\users\george\desktop\cs_hotel\cs_hotel.bsp
1 minute, 37 seconds elapsed


[editline]26th August 2012[/editline]

No models in the skybox, only brushes.

I also want to say thanks to everyone trying to help me, it means a ton.

Static prop models/props_urban/curb_straight001_64.mdl outside the map (1404.00, 480.00, 65.00)
Static prop models/props_urban/curb_straight001_64.mdl outside the map (-508.00, 480.00, 65.00)

Probably doesn’t have anything to do with the lighting issues (it might because CS:GO has some new lighting shit I know next to nothing about ???), but you might want to fix it anyway.

They weren’t actually outside of the map they’re inside of brushes, and it’s never caused me any problems before. Not sure if it affects what happened.


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Your light isn’t bouncing. Try throwing everything into a new .vmf


Material not found!: BRICK/BRICKFLOOR001A
Material not found!: BUILDINGS/GEN17
Material not found!: STONE/STONETRIM004A
Material not found!: BUILDINGS/GEN21

You should also probably fix this.

It’s caused by this.

Thanks guys, fixing all of the above fixed it.