Vertexes change in vmf after compile?

**Hey guys I was just working on something for fun but I keep getting a weird in-game error.

Screens:**

http://cloud-2.steampowered.com/ugc/594727249625350074/A4DFBD58C4572F01581FD29F5F755F69E85CA950/

As you can (hopefully) see from the screen shots the compile moves the vertexes around slightly.

Some Extra information:

When I close SDK after the compile it changes everything in the vmf to how it was ingame. If you don’t close hammer after compiling everything on the vmf is fine.
I’d be willing to upload the vmf if someone needs it.

Interlopers gave me nothing from my compile log.

Log:

** Executing…
** Command: “c:\program files\steam\steamapps\maspe36\sourcesdk\bin\source2009\bin\vbsp.exe”
** Parameters: -game “c:\program files\steam\steamapps\maspe36\half-life 2 deathmatch\hl2mp” “C:\Program Files\Steam\steamapps\maspe36\sourcesdk\bin\source2009\bin\dev_hall_test.vmf”

Valve Software - vbsp.exe (Sep 15 2011)
4 threads
materialPath: c:\program files\steam\steamapps\maspe36\half-life 2 deathmatch\hl2mp\materials
Loading C:\Program Files\Steam\steamapps\maspe36\sourcesdk\bin\source2009\bin\dev_hall_test.vmf
Could not locate ‘GameData’ key in c:\program files\steam\steamapps\maspe36\half-life 2 deathmatch\hl2mp\gameinfo.txt
fixing up env_cubemap materials on brush sides…
ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (0)
**** leaked ****
Processing areas…done (0)
Building Faces…done (0)
Chop Details…done (0)
Find Visible Detail Sides…
Merged 10 detail faces…done (0)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.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) (28008 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 100 texinfos to 31
Reduced 3 texdatas to 3 (69 bytes to 69)
Writing C:\Program Files\Steam\steamapps\maspe36\sourcesdk\bin\source2009\bin\dev_hall_test.bsp
0 seconds elapsed

** Executing…
** Command: “c:\program files\steam\steamapps\maspe36\sourcesdk\bin\source2009\bin\vvis.exe”
** Parameters: -game “c:\program files\steam\steamapps\maspe36\half-life 2 deathmatch\hl2mp” -fast “C:\Program Files\Steam\steamapps\maspe36\sourcesdk\bin\source2009\bin\dev_hall_test”

Valve Software - vvis.exe (Sep 15 2011)
fastvis = true
4 threads
reading c:\program files\steam\steamapps\maspe36\sourcesdk\bin\source2009\bin\dev_hall_test.bsp
reading c:\program files\steam\steamapps\maspe36\sourcesdk\bin\source2009\bin\dev_hall_test.prt
LoadPortals: couldn’t read c:\program files\steam\steamapps\maspe36\sourcesdk\bin\source2009\bin\dev_hall_test.prt

** Executing…
** Command: “c:\program files\steam\steamapps\maspe36\sourcesdk\bin\source2009\bin\vrad.exe”
** Parameters: -game “c:\program files\steam\steamapps\maspe36\half-life 2 deathmatch\hl2mp” -noextra “C:\Program Files\Steam\steamapps\maspe36\sourcesdk\bin\source2009\bin\dev_hall_test”

Valve Software - vrad.exe SSE (Sep 15 2011)

  Valve Radiosity Simulator     

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

Loading c:\program files\steam\steamapps\maspe36\sourcesdk\bin\source2009\bin\dev_hall_test.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure… Done (0.09 seconds)
83 faces
10521 square feet [1515088.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
0 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (0)
Build Patch/Sample Hash Table(s)…Done<0.0004 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (1)
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 (0)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 1/1024 48/49152 ( 0.1%)
brushes 88/8192 1056/98304 ( 1.1%)
brushsides 865/65536 6920/524288 ( 1.3%)
planes 706/65536 14120/1310720 ( 1.1%)
vertexes 333/65536 3996/786432 ( 0.5%)
nodes 70/65536 2240/2097152 ( 0.1%)
texinfos 31/12288 2232/884736 ( 0.3%)
texdata 3/2048 96/65536 ( 0.1%)
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 83/65536 4648/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 82/65536 4592/3670016 ( 0.1%)
leaves 72/65536 2304/2097152 ( 0.1%)
leaffaces 104/65536 208/131072 ( 0.2%)
leafbrushes 121/65536 242/131072 ( 0.2%)
areas 1/256 8/2048 ( 0.4%)
surfedges 751/512000 3004/2048000 ( 0.1%)
edges 565/256000 2260/1024000 ( 0.2%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 12/32768 120/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 246/65536 492/131072 ( 0.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 39728/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 236/393216 ( 0.1%)
LDR ambient table 72/65536 288/262144 ( 0.1%)
HDR ambient table 72/65536 288/262144 ( 0.1%)
LDR leaf ambient 52/65536 1456/1835008 ( 0.1%)
HDR leaf ambient 72/65536 2016/1835008 ( 0.1%)
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] 1/12 ( 8.3%)
pakfile [variable] 105683/0 ( 0.0%)
physics [variable] 28008/4194304 ( 0.7%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 257
Writing c:\program files\steam\steamapps\maspe36\sourcesdk\bin\source2009\bin\dev_hall_test.bsp
1 second elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Program Files\Steam\steamapps\maspe36\sourcesdk\bin\source2009\bin\dev_hall_test.bsp” “C:\Program Files\Steam\steamapps\maspe36\half-life 2 deathmatch\hl2mp\maps\dev_hall_test.bsp”

** Executing…
** Command: c:\program files\steam\steam.exe
** Parameters: -applaunch 320 -game “c:\program files\steam\steamapps\maspe36\half-life 2 deathmatch\hl2mp” +map “dev_hall_test”

I know it says leaked in the compile log, however when I try to load the point file hammer tells me there is no point file.

There still might be a leak. Go to the coordinates and check.

No coordinates even given in the log.

Odd. Fly around one more time and check just in case.

As for the vertexes, I can’t help you much, as I rarely use that tool. I suppose it’s possible the vmf is corrupted, based on your information about it being loaded.

I’ll try remaking it again later.

Looks like an invalid solid, You need to split up the face with the clip tool, to make two triangles.

I think this is a common bug in hammer,had the same happen to me to.
No idea why.

Most of them where invalid but after a lot of tweaking hammer claims they weren’t invalid. Also can you give a demonstration of what you mean?

Any brush where a single face is bent or when a brush is concave is an invalid solid.
Example:

Any invalid brushes will either be removed or FORCED by the compiler to become valid, usually resulting in what we see in the OP.

The way you solve this is by clipping a brush that you want to have an invalid shape like so:

After this you can do practically whatever you want with it, since it is now split into triangles which can almost never be invalid.

The same can be done with concave brushes:

Ok guys problem has been solved thanks to Firegod for the information and to Stinger for the demonstration!

New screens:

http://cloud-2.steampowered.com/ugc/594727249627100526/4B4DA551F96EC8FA2E10622A7C8D80B72BEBA1D5/

http://cloud-2.steampowered.com/ugc/594727249627104061/1CAE6C55E3DF82DA60BC75A58AB56502FC166269/

To fix the lighting issue this caused I just changed the func_details to func_brushes and set the shadows to yes.

If the walls, floor, or ceiling are func_detail, then make them into normal brushes (not func_brush).

Entities do not seal the map from the void.

Nodraw box is around the outside of the map. Not the best way to seal but I’m too lazy.

Was about to say that

Don’t be lazy.