Visibility issues with a map I'm working on

It looks fine in hammer, no errors, no leaks. Compile time is modest (1-3mins) but after compiling and viewed in-game, visibility is messed up.

First problem I found is this:

http://i.imgur.com/cT7lAHA.jpg[/thumb]

It is a solid block of world brush. Looks torn.

Also when viewed from many other perspectives in-game, this is what happens:

Before:
[thumb]http://i.imgur.com/LBXvPun.jpg[/thumb]

After just tilting my head up a bit:
[thumb]http://i.imgur.com/wXTEPlA.jpg

This map is still in its infancy stage hence I haven’t cut any visleafs. Any help would be appreciated.

Always post the compile log mate

Sorry.



** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2" "D:\VMFs	est6.vmf"

Valve Software - vbsp.exe (Sep 20 2013)
8 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\materials
Loading D:\VMFs	est6.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\ep2\gameinfo.txt
Patching WVT material: maps/test6/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 424 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing D:\VMFs	est6.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day02_09*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day02_09*.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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (1) (1485841 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2697 texinfos to 2204
Reduced 20 texdatas to 18 (466 bytes to 427)
Writing D:\VMFs	est6.bsp
3 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2" "D:\VMFs	est6"

Valve Software - vvis.exe (Sep 20 2013)
8 threads
reading d:\vmfs	est6.bsp
reading d:\vmfs	est6.prt
 490 portalclusters
1414 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (20)
Optimized: 727 visible clusters (0.42%)
Total clusters visible: 172047
Average clusters visible: 351
Building PAS...
Average clusters audible: 490
visdatasize:64782  compressed from 62720
writing d:\vmfs	est6.bsp
20 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\bin\vrad.exe"
** Parameters:  -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2" "D:\VMFs	est6"

Valve Software - vrad.exe SSE (Sep 20 2013)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading d:\vmfs	est6.bsp
Setting up ray-trace acceleration structure... Done (1.58 seconds)
17109 faces
28 degenerate faces
1663187 square feet [239498928.00 square inches]
8 Displacements
1690 Square Feet [243476.63 Square Inches]
17081 patches before subdivision
102385 patches after subdivision
414 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (50)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (42)
transfers 34167455, max 3190
transfer lists: 260.7 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(753137, 699668, 413901)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(327822, 278969, 132155)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(150542, 117231, 44563)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(69258, 49438, 15121)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(32299, 21110, 5191)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(15141, 9062, 1793)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(7146, 3914, 623)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #8 added RGB(3390, 1699, 218)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(1617, 741, 76)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(775, 325, 27)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #11 added RGB(373, 143, 10)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #12 added RGB(181, 63, 3)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #13 added RGB(88, 28, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #14 added RGB(43, 13, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #15 added RGB(21, 6, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #16 added RGB(10, 3, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #17 added RGB(5, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #18 added RGB(3, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #19 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #20 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0335 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (10)
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 (4)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   1/1024           48/49152    ( 0.1%) 
brushes               3430/8192        41160/98304    (41.9%) 
brushsides           23394/65536      187152/524288   (35.7%) 
planes                5720/65536      114400/1310720  ( 8.7%) 
vertexes             28205/65536      338460/786432   (43.0%) 
nodes                  996/65536       31872/2097152  ( 1.5%) 
texinfos              2204/12288      158688/884736   (17.9%) 
texdata                 18/2048          576/65536    ( 0.9%) 
dispinfos                8/0            1408/0        ( 0.0%) 
disp_verts            1064/0           21280/0        ( 0.0%) 
disp_tris             1792/0            3584/0        ( 0.0%) 
disp_lmsamples        5845/0            5845/0        ( 0.0%) 
faces                17109/65536      958104/3670016  (26.1%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces            14904/65536      834624/3670016  (22.7%) 
leaves                 998/65536       31936/2097152  ( 1.5%) 
leaffaces            21314/65536       42628/131072   (32.5%) 
leafbrushes           4960/65536        9920/131072   ( 7.6%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges           155681/512000     622724/2048000  (30.4%) 
edges                96303/256000     385212/1024000  (37.6%) 
LDR worldlights        413/8192        36344/720896   ( 5.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips           1454/32768       14540/327680   ( 4.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         49143/65536       98286/131072   (75.0%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     3217704/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       64782/16777216 ( 0.4%) 
entdata               [variable]       90342/393216   (23.0%) 
LDR ambient table      998/65536        3992/262144   ( 1.5%) 
HDR ambient table      998/65536        3992/262144   ( 1.5%) 
LDR leaf ambient      5004/65536      140112/1835008  ( 7.6%) 
HDR leaf ambient       998/65536       27944/1835008  ( 1.5%) 
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]           1/54808    ( 0.0%) 
pakfile               [variable]       87057/0        ( 0.0%) 
physics               [variable]     1485841/4194304  (35.4%) 
physics terrain       [variable]           0/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 61818
Writing d:\vmfs	est6.bsp
1 minute, 48 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\VMFs	est6.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2\maps	est6.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Half-Life 2\ep2" -window +map "test6" -steam


Have you set the compile options to fast? Usually that causes problems because the visibility isn’t compiled correctly.

Make sure all your brush edges meet exactly with each other on the grid. Also, try remaking the brushes but make them in a different way (don’t cut them the same way)

I’m guessing the power 4 displacement(s) are the grass? Remake those as well as power 3 and make sure they don’t intersect with the brushes of the building (They should meet up with the edges of the building).

Read this if you need help understanding how to make displacements: https://developer.valvesoftware.com/wiki/Displacement

I’m not sure this is case in that screenshot, but you may have accidentally displaced it on the other side, causing to to be invisible on the side shown.

As shown Here

There is a small displacement a distance away from this brush. It has nothing to do with the displacement since this problem occured before I created the displacement.

The brushes on the right are func_detailed. Wondered if that is the cause.

Also the compiling is set to normal.

Try setting them to func_brush, or deleting that part of the wall and remaking it. If that takes too much work, try changing it to a different brush type, compiling, then changing it back.

Sorry if none of this helps. I haven’t had hammer for a while, but I had a similar problem like this once and I did something similar to fix it.

I sorta solved my problem with that particular brush by extending it just a bit. But I’m still having the 2nd issue all around the map.

Is your ground brush all one giant brush? Try splitting it into fourths or something and see what happens.

It doesn’t help much. My map is 7264x9248 big though.

I’m fed up with this damn problem.

Now you see it:

http://i.imgur.com/uKGFYqd.jpg[/thumb]

Now you don’t:
[thumb]http://i.imgur.com/WuHPGfQ.jpg

Two things:

As asked before, are you running the VIS compile options on fast?

Are any of the outside faces of the building an entity of any kind? Dunno if that could even be the problem but it’s worth a shot checking to see if something’s wrong with a brush on the building causing that for whatever reason.

Just upload your vmf and give a download link so whoever wants to look at it can look and find potential problems.

OP, did you use the vertex tool on the brush at all?

Perhaps to do the angles?

I already answered, nope I am running VIS on normal (you can see that from my compile log too).

Some small brushes are func_detailed but big solid faces are world brushes.

I have not touched vertex tool at all.

Hmm, I’ve only seen this bug happen with brushes on abstract angles.

You have an insane amount of light entities, you really need to use way less of them. It might even be your problem, but really anything could be the issue right now.

As Zanarias said, you have an insane amount of lights. You also have two light_environment entities and two env_sun entities (you only need one of each in this case). I remember when I made my first map I was placing a light_environment for every lamp and light that was in the house I was making :V

Anyway I also have this massive hole in the map when I load it up in hammer -

http://puu.sh/8U6v1.png

What I suggest you do:

*remake the ground so it meets up with the edges of the building instead of going underneath it like it does now.

*Delete all your light entities so you just have the light_environment entity left, and compile to test. Then you can start placing regular light entities in places where there are un-natural light is being produced (A lamp or lightbulb prop, for example).

Also read articles on the wiki if you haven’t already: https://developer.valvesoftware.com/wiki/Light

I don’t have the hole that you are having.

So I tried to remove all light entities yet it solved nothing. It got worse actually.