Some textures are black at a certain angle.

I have a map with lights in every room. I have env_cubemaps around the map. When i compile the map and play the map, some textures are black at certain angels. I’m thinking due to some lighting. I typed buildcubemaps in console and I have hdr on. Any help is appreciated.

Here’s a video for visual help: http://www.youtube.com/watch?v=4X4vUanp6vw

compile log.

Make sure you aren’t using “prop_” textures as they are not meant to be used on world brushes.

Here’s the compile log:

** Executing…
** Command: “c:\program files (x86)\steam\steamapps\fats184\sourcesdk\bin\orangebox\bin\vbsp.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps\fats184\half-life 2 episode two\ep2” “C:\Program Files (x86)\Steam\steamapps\fats184\sourcesdk_content\ep2\mapsrc\my_house.vmf”

Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\fats184\half-life 2 episode two\ep2\materials
Loading C:\Program Files (x86)\Steam\steamapps\fats184\sourcesdk_content\ep2\mapsrc\my_house.vmf
ConVarRef mat_reduceparticles doesn’t point to an existing ConVar
material “talo/betoni_black” not found.
Material not found!: TALO/BETONI_BLACK
Could not locate ‘GameData’ key in c:\program files (x86)\steam\steamapps\fats184\half-life 2 episode two\ep2\gameinfo.txt
fixing up env_cubemap materials on brush sides…
ProcessBlock_Thread: 0Brush 29456: WARNING, microbrush
Brush 29455: WARNING, microbrush
Brush 29451: WARNING, microbrush
Brush 29449: WARNING, microbrush
…1…2…3…4…5…6…7…8…9…10 (0)
**** leaked ****
Entity func_door (-696.25 -238.50 -31.82) leaked!
Processing areas…done (0)
Building Faces…done (0)
Chop Details…done (0)
Find Visible Detail Sides…done (0)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/realsky1*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/realsky1*.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 (1) (720571 bytes)
Error! prop_static using model “models/props_c17/furniturewashingmachine001a.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_c17/furniturewashingmachine001a.mdl”!
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 2071 texinfos to 1702
Reduced 88 texdatas to 75 (2542 bytes to 2112)
Writing C:\Program Files (x86)\Steam\steamapps\fats184\sourcesdk_content\ep2\mapsrc\my_house.bsp
4 seconds elapsed

** Executing…
** Command: “c:\program files (x86)\steam\steamapps\fats184\sourcesdk\bin\orangebox\bin\vvis.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps\fats184\half-life 2 episode two\ep2” “C:\Program Files (x86)\Steam\steamapps\fats184\sourcesdk_content\ep2\mapsrc\my_house”

Valve Software - vvis.exe (Jul 7 2010)
4 threads
reading c:\program files (x86)\steam\steamapps\fats184\sourcesdk_content\ep2\mapsrc\my_house.bsp
reading c:\program files (x86)\steam\steamapps\fats184\sourcesdk_content\ep2\mapsrc\my_house.prt
LoadPortals: couldn’t read c:\program files (x86)\steam\steamapps\fats184\sourcesdk_content\ep2\mapsrc\my_house.prt

** Executing…
** Command: “c:\program files (x86)\steam\steamapps\fats184\sourcesdk\bin\orangebox\bin\vrad.exe”
** Parameters: -both -game “c:\program files (x86)\steam\steamapps\fats184\half-life 2 episode two\ep2” “C:\Program Files (x86)\Steam\steamapps\fats184\sourcesdk_content\ep2\mapsrc\my_house”

Valve Software - vrad.exe SSE (Jul 7 2010)

  Valve Radiosity Simulator     

4 threads
[Reading texlights from ‘lights.rad’]
[48 texlights parsed from ‘lights.rad’]

Loading c:\program files (x86)\steam\steamapps\fats184\sourcesdk_content\ep2\mapsrc\my_house.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure… Done (1.32 seconds)
9200 faces
7 degenerate faces
35636 square feet [5131671.50 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.000000
13 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…
WARNING: Too many light styles on a face at (-564.000183, -441.000000, 226.004288)

WARNING: Too many light styles on a face at (-538.500122, -441.000000, 226.004303)
.10 (4)
Build Patch/Sample Hash Table(s)…Done<0.0079 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (8)
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 (8)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 108/1024 5184/49152 (10.5%)
brushes 1970/8192 23640/98304 (24.0%)
brushsides 12772/65536 102176/524288 (19.5%)
planes 5990/65536 119800/1310720 ( 9.1%)
vertexes 12359/65536 148308/786432 (18.9%)
nodes 3183/65536 101856/2097152 ( 4.9%)
texinfos 1702/12288 122544/884736 (13.9%)
texdata 75/2048 2400/65536 ( 3.7%)
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 9200/65536 515200/3670016 (14.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 7880/65536 441280/3670016 (12.0%)
leaves 3292/65536 105344/2097152 ( 5.0%)
leaffaces 10540/65536 21080/131072 (16.1%)
leafbrushes 2388/65536 4776/131072 ( 3.6%)
areas 4/256 32/2048 ( 1.6%)
surfedges 79403/512000 317612/2048000 (15.5%)
edges 44640/256000 178560/1024000 (17.4%)
LDR worldlights 13/8192 1144/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 4/32768 48/393216 ( 0.0%)
waterstrips 1215/32768 12150/327680 ( 3.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 25080/65536 50160/131072 (38.3%)
cubemapsamples 10/1024 160/16384 ( 1.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2510160/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 61262/393216 (15.6%)
LDR ambient table 3292/65536 13168/262144 ( 5.0%)
HDR ambient table 3292/65536 13168/262144 ( 5.0%)
LDR leaf ambient 6310/65536 176680/1835008 ( 9.6%)
HDR leaf ambient 3292/65536 92176/1835008 ( 5.0%)
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] 1/1456 ( 0.1%)
pakfile [variable] 910013/0 ( 0.0%)
physics [variable] 720571/4194304 (17.2%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 29320
Writing c:\program files (x86)\steam\steamapps\fats184\sourcesdk_content\ep2\mapsrc\my_house.bsp
21 seconds elapsed
Valve Software - vrad.exe SSE (Jul 7 2010)

  Valve Radiosity Simulator     

4 threads
[Reading texlights from ‘lights.rad’]
[48 texlights parsed from ‘lights.rad’]

Loading c:\program files (x86)\steam\steamapps\fats184\sourcesdk_content\ep2\mapsrc\my_house.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure… Done (1.29 seconds)
9200 faces
7 degenerate faces
35636 square feet [5131671.50 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.000000
13 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…
WARNING: Too many light styles on a face at (-564.000183, -441.000000, 226.004288)

WARNING: Too many light styles on a face at (-538.500122, -441.000000, 226.004303)
.10 (4)
Build Patch/Sample Hash Table(s)…Done<0.0110 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (8)
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 (7)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 108/1024 5184/49152 (10.5%)
brushes 1970/8192 23640/98304 (24.0%)
brushsides 12772/65536 102176/524288 (19.5%)
planes 5990/65536 119800/1310720 ( 9.1%)
vertexes 12359/65536 148308/786432 (18.9%)
nodes 3183/65536 101856/2097152 ( 4.9%)
texinfos 1702/12288 122544/884736 (13.9%)
texdata 75/2048 2400/65536 ( 3.7%)
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 9200/65536 515200/3670016 (14.0%)
hdr faces 9200/65536 515200/3670016 (14.0%)
origfaces 7880/65536 441280/3670016 (12.0%)
leaves 3292/65536 105344/2097152 ( 5.0%)
leaffaces 10540/65536 21080/131072 (16.1%)
leafbrushes 2388/65536 4776/131072 ( 3.6%)
areas 4/256 32/2048 ( 1.6%)
surfedges 79403/512000 317612/2048000 (15.5%)
edges 44640/256000 178560/1024000 (17.4%)
LDR worldlights 13/8192 1144/720896 ( 0.2%)
HDR worldlights 13/8192 1144/720896 ( 0.2%)
leafwaterdata 4/32768 48/393216 ( 0.0%)
waterstrips 1215/32768 12150/327680 ( 3.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 25080/65536 50160/131072 (38.3%)
cubemapsamples 10/1024 160/16384 ( 1.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2510160/0 ( 0.0%)
HDR lightdata [variable] 2510160/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 61262/393216 (15.6%)
LDR ambient table 3292/65536 13168/262144 ( 5.0%)
HDR ambient table 3292/65536 13168/262144 ( 5.0%)
LDR leaf ambient 6310/65536 176680/1835008 ( 9.6%)
HDR leaf ambient 6310/65536 176680/1835008 ( 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] 1/1456 ( 0.1%)
pakfile [variable] 910013/0 ( 0.0%)
physics [variable] 720571/4194304 (17.2%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 29320
Writing c:\program files (x86)\steam\steamapps\fats184\sourcesdk_content\ep2\mapsrc\my_house.bsp
20 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Program Files (x86)\Steam\steamapps\fats184\sourcesdk_content\ep2\mapsrc\my_house.bsp” “c:\program files (x86)\steam\steamapps\fats184\half-life 2 episode two\ep2\maps\my_house.bsp”

[editline]1st August 2011[/editline]

The directory to my materials are:
half-life 2 episode two\ep2\materials\material.vtf

there’s no “prop_” infront of it. It’s not in any sub folders. ALl the materials are just in the material folder, if this helps at all.

My guess is you have too many dynamic lights hitting the surfaces

Post the content of the material.vmt please

Also, you got a leak.
And a microbrush (A brush below 1 cubic unit)
And you shouldn’t name your lights unless you want to turn it on and off. And too many lights with different names too close will increase compile time and .bsp size.

It’ll also have that ugly effect on textures

Vertex lit textures. There’s your problem, now stop using them to fix it.

Looks like a model texture. Change to a new texture and see if that helps.
Don’t use something like model/texture
only plaster/wall.

Well, this only happens in Half Life Episode 2, but when I play the map on Gmod or CS:S, the textures are fine. But in Gmod, when I pick something up, thats when the textures get black. I tried swtiching the textures to LightMappedGeneric and VertexLitGeneric, but both have no difference.

If it’s a texture for a brush it should be LightMappedGeneric. If it’s for a model use VertexLitGeneric.

Ok, I solved my problem. I just copied the vmt from a texture that didn’t have that problem, onto my vmt that had the black texture problem. If you have the same problem and didn’t understand a word I just said, I’ll make a video explaining what I did. Thanks for all your help.