Vvis is not compiling properly

Helo people, i need some help with hammer, right now i’m having issues with compiling.

The issue is placed on vvis compilation, it’s not alowing me to see much areas at the same time, doing a LOT of stuff to dissapear. When i compile with out vvis.exe it works fine ( excluding the lighting of course, since it needs from vis to work some stuff )

I think that i could take ages trying to explain, so i think that showing just 2 pictures you will understand what’s my problem

http://cloud-4.steamusercontent.com/ugc/39742315105310501/BD8FD9D66BEB87870D499C18518EEE4750A80397/

http://cloud-4.steamusercontent.com/ugc/39742315105310103/346516B8EEB76F662145DB1131D185F0A4BAB9F6/

Here you can see how portals are not rendering the portals when they should be rendered…

I’ll post the log here:



** Executing...
** Command: "D:\steam\SteamApps\common\Source SDK Base 2013 Multiplayer\bin\vbsp.exe"
** Parameters: -game "D:\steam\SteamApps\common\GarrysMod\garrysmod" "D:\Mapas\sgc_rivers.vmf"

Valve Software - vbsp.exe (May 14 2014)
4 threads
materialPath: D:\steam\SteamApps\common\GarrysMod\garrysmod\materials
Loading D:\Mapas\sgc_rivers.vmf
Can't find surfaceprop antlionsand for material NATURE/BLENDSANDGRASS008A, using default
Could not locate 'GameData' key in d:\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/sgc_rivers/nature/blenddirtgrass001a_wvt_patch
Patching WVT material: maps/sgc_rivers/de_train/blendgrassdirt001a_wvt_patch
Patching WVT material: maps/sgc_rivers/concrete/blendconcretegravel001a_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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 334 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Mapas\sgc_rivers.prt...Building visibility clusters...
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...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (345956 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
Material NATURE/DIRTFLOOR001A uses unknown detail object type citygrass01!
10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1829 texinfos to 1095
Reduced 130 texdatas to 112 (3502 bytes to 2699)
Writing D:\Mapas\sgc_rivers.bsp
2 seconds elapsed

** Executing...
** Command: "D:\steam\SteamApps\common\Source SDK Base 2013 Multiplayer\bin\vvis.exe"
** Parameters: -game "D:\steam\SteamApps\common\GarrysMod\garrysmod" "D:\Mapas\sgc_rivers"

Valve Software - vvis.exe (May 14 2014)
4 threads
reading d:\mapas\sgc_rivers.bsp
reading d:\mapas\sgc_rivers.prt
1582 portalclusters
4021 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 (2)
Optimized: 13445 visible clusters (11.91%)
Total clusters visible: 112857
Average clusters visible: 71
Building PAS...
Average clusters audible: 274
visdatasize:174537  compressed from 632800
writing d:\mapas\sgc_rivers.bsp
2 seconds elapsed

** Executing...
** Command: "D:\steam\SteamApps\common\Source SDK Base 2013 Multiplayer\bin\vrad.exe"
** Parameters:  -game "D:\steam\SteamApps\common\GarrysMod\garrysmod" "D:\Mapas\sgc_rivers"

Valve Software - vrad.exe SSE (May 14 2014)

      Valve Radiosity Simulator     
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading d:\mapas\sgc_rivers.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure... Done (0.96 seconds)
7919 faces
6 degenerate faces
18633430 square feet [2683213824.00 square inches]
101 Displacements
1798806 Square Feet [259028144.00 Square Inches]
7913 patches before subdivision
250773 patches after subdivision
sun extent from map=0.000000
sun extent from map=0.000000
3 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (23)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (15)
transfers 11752316, max 809
transfer lists:  89.7 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(57918, 54418, 48817)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(9950, 9093, 7563)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(1656, 1471, 1127)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(304, 265, 187)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(57, 48, 31)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(12, 10, 6)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(3, 2, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.1305 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (11)
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 (18)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  20/1024          960/49152    ( 2.0%) 
brushes                958/8192        11496/98304    (11.7%) 
brushsides            7722/65536       61776/524288   (11.8%) 
planes                4916/65536       98320/1310720  ( 7.5%) 
vertexes             10919/65536      131028/786432   (16.7%) 
nodes                 4046/65536      129472/2097152  ( 6.2%) 
texinfos              1095/12288       78840/884736   ( 8.9%) 
texdata                112/2048         3584/65536    ( 5.5%) 
dispinfos              101/0           17776/0        ( 0.0%) 
disp_verts            6837/0          136740/0        ( 0.0%) 
disp_tris            10624/0           21248/0        ( 0.0%) 
disp_lmsamples      860532/0          860532/0        ( 0.0%) 
faces                 7919/65536      443464/3670016  (12.1%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             3138/65536      175728/3670016  ( 4.8%) 
leaves                4067/65536      130144/2097152  ( 6.2%) 
leaffaces             8674/65536       17348/131072   (13.2%) 
leafbrushes           3860/65536        7720/131072   ( 5.9%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges            48953/512000     195812/2048000  ( 9.6%) 
edges                28158/256000     112632/1024000  (11.0%) 
LDR worldlights          2/8192          176/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips            553/32768        5530/327680   ( 1.7%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          9282/65536       18564/131072   (14.2%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     8261296/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      174537/16777216 ( 1.0%) 
entdata               [variable]       67686/393216   (17.2%) 
LDR ambient table     4067/65536       16268/262144   ( 6.2%) 
HDR ambient table     4067/65536       16268/262144   ( 6.2%) 
LDR leaf ambient     16504/65536      462112/1835008  (25.2%) 
HDR leaf ambient      4067/65536      113876/1835008  ( 6.2%) 
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]           1/4110     ( 0.0%) 
pakfile               [variable]      217863/0        ( 0.0%) 
physics               [variable]      345956/4194304  ( 8.2%) 
physics terrain       [variable]       10717/1048576  ( 1.0%) 

Level flags = 0

Total triangle count: 20574
Writing d:\mapas\sgc_rivers.bsp
1 minute, 8 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Mapas\sgc_rivers.bsp" "\sgc_rivers.bsp"


Some stuff for you to know that should not be causing the problems but i’ll post them anyhow…
i’m using win 8 in 64bits.
i’m using cs:s and hl textures
i’ve done a shit ton of vertex manipulation
i’ve got 2 dogs
i’ve no idea of what else to say :3

I don’t know how accurate http://www.interlopers.net/errors/ is these days, but I have used this to find errors before. Pasting your log there shows lots of stuff that according to it cause compile to not function properly.

Could you show some high res screenshots of the TOP, SIDE, and FRONT viewports? Just click in a viewport and press SHIFT+Z to make it fullscreen, and either press the combination again, or press CRTL+A to revert.

Either that or if you’re comfortable enough you could share the VMF. I honestly haven’t seen anything like this before :expressionless:

Also your light is inverted i believe. Try using a negative for the pitch.

-50 for example.

I used it already to fix some errors, but there’s no error that should cause this

I’m not sure, but it’s something really easy to fix… i’m really worried about vvis compiling at the moment

Well i think you are trying to see here if im too close or not to the map edges, i’m 512 units away but anyway i’ll post the pictures