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Odd In Game Lines?

Discussion in Mapping Discussion started by sajak, Dec 31, 2012

  1. Nov 11, 2011
    Posts
    Finished compiling my map and this seems to be happening in game. I tested other maps and none of them have this issue occur. It seems that it is map related. At first I thought it was my 3D Skybox so I removed it and recompiled but the problem still exists. Anyone ever have this happen or might now why it's happening? Here are the compile logs and screenshots.

    Code:
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\sajakkk\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\sajakkk\counter-strike source\cstrike" "C:\Users\Sajakkk\Desktop\Mapping Stuff\Mapping Files\current version\zm_ah_rc05.vmf"
     
    Valve Software - vbsp.exe (Oct 31 2012)
    6 threads
    materialPath: c:\program files (x86)\steam\steamapps\sajakkk\counter-strike source\cstrike\materials
    Loading C:\Users\Sajakkk\Desktop\Mapping Stuff\Mapping Files\current version\zm_ah_rc05.vmf
    Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\sajakkk\counter-strike source\cstrike\gameinfo.txt
    Patching WVT material: maps/zm_ah_rc05/zpcustommaterials/nature/zp_blenddirtroad001a_gar_wvt_patch
    Patching WVT material: maps/zm_ah_rc05/de_train/blendgraveldirt001a_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 150 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\Sajakkk\Desktop\Mapping Stuff\Mapping Files\current version\zm_ah_rc05.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
      skybox/grimmnight*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
      skybox/grimmnight*.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
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Building Physics collision data...
    WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
    done (0) (458617 bytes)
    Error! prop_static using model "models/props_vehicles/generatortrailer01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
    Error loading studio model "models/props_vehicles/generatortrailer01.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 1456 texinfos to 962
    Reduced 125 texdatas to 118 (3024 bytes to 2829)
    Writing C:\Users\Sajakkk\Desktop\Mapping Stuff\Mapping Files\current version\zm_ah_rc05.bsp
    5 seconds elapsed
      -0.396692 0.963823 0.000000
      -0.396692 1.180432 0.000000
      -0.396692 -1.170495 0.000000
      -0.602127 0.963823 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -5.743402 -0.957501 0.000000
      -5.925217 0.957500 0.000000
      -5.925217 -1.204117 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
     
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\sajakkk\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\sajakkk\counter-strike source\cstrike" -fast "C:\Users\Sajakkk\Desktop\Mapping Stuff\Mapping Files\current version\zm_ah_rc05"
     
    Valve Software - vvis.exe (Oct 31 2012)
    fastvis = true
    6 threads
    reading c:\users\sajakkk\desktop\mapping stuff\mapping files\current version\zm_ah_rc05.bsp
    reading c:\users\sajakkk\desktop\mapping stuff\mapping files\current version\zm_ah_rc05.prt
    1261 portalclusters
    3787 numportals
    BasePortalVis:      0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 112711 visible clusters (11.48%)
    Total clusters visible: 981695
    Average clusters visible: 778
    Building PAS...
    Average clusters audible: 1228
    visdatasize:366160  compressed from 403520
    writing c:\users\sajakkk\desktop\mapping stuff\mapping files\current version\zm_ah_rc05.bsp
    0 seconds elapsed
     
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\sajakkk\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters:  -game "c:\program files (x86)\steam\steamapps\sajakkk\counter-strike source\cstrike" -noextra "C:\Users\Sajakkk\Desktop\Mapping Stuff\Mapping Files\current version\zm_ah_rc05"
     
    Valve Software - vrad.exe SSE (Oct 31 2012)
     
          Valve Radiosity Simulator 
    6 threads
    [Reading texlights from 'lights.rad']
    [1 texlights parsed from 'lights.rad']
     
    Loading c:\users\sajakkk\desktop\mapping stuff\mapping files\current version\zm_ah_rc05.bsp
    Error! Unable to load file "models/props_equipment/gas_pump.dx80.vtx"
    Error! Unable to load file "models/props_mill/beam_01.dx80.vtx"
    Error! Unable to load file "models/props_urban/gas_sign002.dx80.vtx"
    Error! Unable to load file "models/props_equipment/cooler.dx80.vtx"
    Error! Unable to load file "models/props_interiors/shelvinggrocery01.dx80.vtx"
    Error! Invalid VTX file checksum: 397824940, expected 52051078 "models/props_c17/light_domelight02_on.dx80.vtx"
    Error! Unable to load file "models/props_mall/mall_register.dx80.vtx"
    Error! Unable to load file "models/props_mall/cash_register.dx80.vtx"
    Error! Invalid VTX file checksum: -662938433, expected 753849540 "models/props/cs_militia/shelves.dx80.vtx"
    Error! Invalid VTX file checksum: 1412922242, expected -414042010 "models/props/cs_militia/ladderwood.dx80.vtx"
    Error! Unable to load file "models/props_highway/plywood_02.dx80.vtx"
    Error! Unable to load file "models/props_signs/pole_horizontal_03.dx80.vtx"
    Error! Unable to load file "models/props_interiors/magazine_rack.dx80.vtx"
    Error! Unable to load file "models/props_unique/coffeemachine01.dx80.vtx"
    Error! Unable to load file "models/props_vehicles/airport_fuel_truck.dx80.vtx"
    Error! Unable to load file "models/props_interiors/bed.dx80.vtx"
    Error! Unable to load file "models/props_windows/hotel_window_sliding.dx80.vtx"
    Error! Invalid VTX file checksum: -1014856476, expected -1785490925 "models/props/de_train/ladderaluminium.dx80.vtx"
    Error! Unable to load file "models/props_doors/roll-up_door_full.dx80.vtx"
    Error! Unable to load file "models/props_doors/roll-up_door_half.dx80.vtx"
    Error! Unable to load file "models/props_downtown/balcony_edge_trim01_32.dx80.vtx"
    Error! Unable to load file "models/props_downtown/balcony_edge_trim01_128.dx80.vtx"
    Error! Unable to load file "models/props_downtown/balcony_edge_trim01_corner.dx80.vtx"
    Error! Invalid VTX file checksum: -909992613, expected -390250487 "models/props/cs_militia/shelves_wood.dx80.vtx"
    Error! Invalid VTX file checksum: -1838574871, expected -707577219 "models/props/cs_assault/forklift.dx80.vtx"
    Error! Unable to load file "models/props_rooftop/antenna01.dx80.vtx"
    Error! Invalid VTX file checksum: 124181451, expected -1447579857 "models/props/cs_militia/boxes_garage_lower.dx80.vtx"
    Error! Unable to load file "models/props_downtown/bar_long.dx80.vtx"
    Error! Unable to load file "models/props_downtown/bar_long_endcorner.dx80.vtx"
    Error! Unable to load file "models/props_downtown/bar.dx80.vtx"
    Error! Unable to load file "models/props_downtown/pooltable.dx80.vtx"
    Error! Invalid VTX file checksum: 1035632997, expected 36102544 "models/props/de_inferno/wood_fence.dx80.vtx"
    Error! Invalid VTX file checksum: 546726597, expected -1465799923 "models/props/cs_office/light_inset.dx80.vtx"
    Error! Invalid VTX file checksum: -1361665054, expected -379172266 "models/props/cs_militia/crate_extralargemill.dx80.vtx"
    Error! Invalid VTX file checksum: 1405863908, expected -1427985421 "models/props/de_prodigy/tirestack.dx80.vtx"
    Error! Invalid VTX file checksum: -512215969, expected 997733150 "models/props/de_prodigy/tirestack3.dx80.vtx"
    Error! Invalid VTX file checksum: -341763726, expected 278637862 "models/props/de_inferno/hay_bails.dx80.vtx"
    Error! Invalid VTX file checksum: -516560648, expected 2127932579 "models/props/cs_assault/ladderaluminium128.dx80.vtx"
    Error! Invalid VTX file checksum: -576886957, expected -1066313247 "models/props/de_inferno/hay_bail_stack.dx80.vtx"
    Patch Sample Radius Clamped!
    Setting up ray-trace acceleration structure... Done (0.50 seconds)
    4880 faces
    94 degenerate faces
    1261857 square feet [181707488.00 square inches]
    9 Displacements
    12593 Square Feet [1813533.88 Square Inches]
    4786 patches before subdivision
    58360 patches after subdivision
    261 direct lights
    BuildFacelights:    0...1...2...3...4...5...6...7...8...9...10 (13)
    BuildVisLeafs:      0...1...2...3...4...5...6...7...8...9...10 (19)
    transfers 10510403, max 1200
    transfer lists:  80.2 megs
    GatherLight:        0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #1 added RGB(57452, 41057, 21500)
    GatherLight:        0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #2 added RGB(9953, 5610, 2360)
    GatherLight:        0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #3 added RGB(2014, 982, 350)
    GatherLight:        0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #4 added RGB(415, 186, 58)
    GatherLight:        0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #5 added RGB(90, 38, 10)
    GatherLight:        0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #6 added RGB(20, 8, 2)
    GatherLight:        0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #7 added RGB(5, 2, 0)
    GatherLight:        0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #8 added RGB(1, 0, 0)
    GatherLight:        0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #9 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0285 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 (6)
    Writing leaf ambient...done
    Ready to Finish
     
    Object names      Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------      ---------------  ---------------  --------
    models                  44/1024        2112/49152    ( 4.3%)
    brushes                978/8192        11736/98304    (11.9%)
    brushsides            6941/65536      55528/524288  (10.6%)
    planes                4074/65536      81480/1310720  ( 6.2%)
    vertexes              7554/65536      90648/786432  (11.5%)
    nodes                2486/65536      79552/2097152  ( 3.8%)
    texinfos              962/12288      69264/884736  ( 7.8%)
    texdata                118/2048        3776/65536    ( 5.8%)
    dispinfos                9/0            1584/0        ( 0.0%)
    disp_verts            489/0            9780/0        ( 0.0%)
    disp_tris              768/0            1536/0        ( 0.0%)
    disp_lmsamples        1514/0            1514/0        ( 0.0%)
    faces                4880/65536      273280/3670016  ( 7.4%)
    hdr faces                0/65536          0/3670016  ( 0.0%)
    origfaces            2851/65536      159656/3670016  ( 4.4%)
    leaves                2531/65536      80992/2097152  ( 3.9%)
    leaffaces            5613/65536      11226/131072  ( 8.6%)
    leafbrushes          1772/65536        3544/131072  ( 2.7%)
    areas                    3/256            24/2048    ( 1.2%)
    surfedges            35218/512000    140872/2048000  ( 6.9%)
    edges                21021/256000      84084/1024000  ( 8.2%)
    LDR worldlights        261/8192        22968/720896  ( 3.2%)
    HDR worldlights          0/8192            0/720896  ( 0.0%)
    leafwaterdata            0/32768          0/393216  ( 0.0%)
    waterstrips            400/32768        4000/327680  ( 1.2%)
    waterverts              0/65536          0/786432  ( 0.0%)
    waterindices          7776/65536      15552/131072  (11.9%)
    cubemapsamples          0/1024            0/16384    ( 0.0%)
    overlays                96/512        33792/180224  (18.8%)
    LDR lightdata        [variable]    7360072/0        ( 0.0%)
    HDR lightdata        [variable]          0/0        ( 0.0%)
    visdata              [variable]      366160/16777216 ( 2.2%)
    entdata              [variable]      478257/393216  (121.6%) VERY FULL!
    LDR ambient table    2531/65536      10124/262144  ( 3.9%)
    HDR ambient table    2531/65536      10124/262144  ( 3.9%)
    LDR leaf ambient      8211/65536      229908/1835008  (12.5%)
    HDR leaf ambient      2531/65536      70868/1835008  ( 3.9%)
    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]          1/51644    ( 0.0%)
    pakfile              [variable]      165119/0        ( 0.0%)
    physics              [variable]      458617/4194304  (10.9%)
    physics terrain      [variable]          0/1048576  ( 0.0%)
     
    Level flags = 0
     
    Total triangle count: 13960
    Writing c:\users\sajakkk\desktop\mapping stuff\mapping files\current version\zm_ah_rc05.bsp
    51 seconds elapsed
     
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\Sajakkk\Desktop\Mapping Stuff\Mapping Files\current version\zm_ah_rc05.bsp" "c:\program files (x86)\steam\steamapps\sajakkk\counter-strike source\cstrike\maps\zm_ah_rc05.bsp"
    
    [IMG]

    [IMG]

    [IMG]
    Post Merged, Dec 31, 2012
    Mandatory tags :razz: @Luffaren @enviolinador @JorisCeoen
  2. May 31, 2012
    Posts
    Try toggling the cordon bound state leaving the area that 'bugs' out. This won't probably fix it, but it might help you find the issue if it's one of those bugged solids that don't show up in alt + p. I usually do this bounding the areas that do weird things (looking for the biggest area that doesn't do it) and, when it happens again, I check that area deleting solids, entities or whatever.
  3. Nov 11, 2011
    Posts
    Well alt + p doesn't have any issues (besides missing player start). I realized the problem only occurs when I face towards one part of the map while the rest are fine. I did notice in console, however:

    Code:
    unrecognized conditional test GPU<2?$STARTFADESIZE in particle/vistasmokev1/vistasmokev1_nearcull
    unrecognized conditional test GPU<2?$ENDFADESIZE in particle/vistasmokev1/vistasmokev1_nearcull
    unrecognized conditional test GPU<2?$BLENDFRAMES in particle/vistasmokev1/vistasmokev1_nearcull
    unrecognized conditional test GPU<2?$DEPTHBLEND in particle/vistasmokev1/vistasmokev1_nearcull
    unrecognized conditional test GPU<2?$STARTFADESIZE in particle/fire_burning_character/fire_burning_character
    unrecognized conditional test GPU<2?$ENDFADESIZE in particle/fire_burning_character/fire_burning_character
    unrecognized conditional test GPU<2?$BLENDFRAMES in particle/fire_burning_character/fire_burning_character
    unrecognized conditional test GPU<2?$STARTFADESIZE in particle/vistasmokev1/vistasmokev1
    unrecognized conditional test GPU<2?$ENDFADESIZE in particle/vistasmokev1/vistasmokev1
    unrecognized conditional test GPU<2?$BLENDFRAMES in particle/vistasmokev1/vistasmokev1
    unrecognized conditional test GPU<2?$DEPTHBLEND in particle/vistasmokev1/vistasmokev1
    Attemped to precache unknown particle system "prop_glass_impact1"!
    Attemped to precache unknown particle system "muzzle_ar33_flash"!
    No pure server whitelist. sv_pure = 0
    *** Tried to load a non-VTF file as a VTF file!
    Error reading texture header "materials/decals/decal_paintsplatterblue001.vtf"
    *** Tried to load a non-VTF file as a VTF file!
    Error reading texture header "materials/decals/decal_paintsplatterpink001.vtf"
    Failed to load sound "ambient\fire\fire_intense_crackle-01.wav", file probably missing from disk/repository
    Failed to load sound "abandonedhighway\chickenfried2.wav", file probably missing from disk/repository
    Error: Material "dev/bloomadd" : proxy "BloomAdd" not found!
    Error: Material "dev/engine_post" : proxy "convar" not found!
    Error: Material "dev/engine_post" : proxy "convar" not found!
    Error: Material "dev/engine_post" : proxy "convar" not found!
    sajak connected.
    ConVarRef sb_close_browser_on_connect doesn't point to an existing ConVar
    
    The thing is... I've never imported or added custom particles. Ideas?
  4. May 31, 2012
    Posts
    Try compiling only world geometry (to check if the problem is caused by any entity that is doing something weird).
    I've seen something like this in a zm map before, I think. Check with mat_wireframe 1 to check what is the 'render' the engine is using for it (check it at: https://developer.valvesoftware.com/wiki/Mat_wireframe).

    EDIT: I mean if it is rendered as a model, sprite, brush, or what.
    • Informative Informative x 1
    • Feb 24, 2011
      Posts
      I have never seen anything like this, even with the cordon tool enabled. My guess would be that you render too much things at once (weird stuff tends to show for me when i do that). So try compiling with full VVIS/VRAD next time.

      These are all the other issues i believe you might want to look into:

      - 94 degenerate faces (seems like you've added/twisted/cut a bunch of brushes, could be bad in a few situations)
      - Error! prop_static using model "models/props_vehicles/generatortrailer01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
      - WARNING: Map using power 4 displacements (This should be avoided unless it's really needed)
    • Nov 11, 2011
      Posts
      Thanks @enviolinador and @Luffaren for your replies. It turned out that one of the fire lights in my map was using the following particles:

      Effects/fire_cloud1
      particle/fire
      particle/smokesprites_0001

      After removing them, my issue resolved itself. I am stumped only because they used to work fine with my earlier builds but now randomly caused this issue.

      My conclusion is always fuck Hammer. Thanks again guys. :party:
      • Like Like x 1
      • Aug 18, 2006
        Posts
        Doesn't that hurt?
      • Nov 11, 2011
        Posts
        Sometimes. But love hurts. :shutmouth:
      • Apr 9, 2012
        Posts
        When that happens (bugging env_fires) try to refresh the SDK content, verify cache of both the SDK and the game your mapping for, and then see if it does it again.
        Your issue may now be resolved, but it's simply not normal that something like that happens.

        On the other side, here are multiple other items in your compile log that needs a look...
        About the prop_statics erroring, well that simply means your using using a prop ment to be physical as an static prop, which doesn't work. The reverse also results in the same way (prop_static being used as prop_physics) However in the last case, you can use every prop as a physical prop (if it has a collisionmodel, or else use bounding box which I highly disrecommend) with the prop_physics_override entity. You probably already knew this, but it's just for clarification.


        Failed to load sound "ambient\fire\fire_intense_crackle-01.wav", file probably missing from disk/repository


        This is really an HDD location issue. Are you perhaps using an external hard drive disk for (all) your Steam files? If, these are Valve stock sound files, this is also unnatural.


        Error! Unable to load file "models/props_downtown/pooltable.dx80.vtx"
        Error! Invalid VTX file checksum: 1035632997, expected 36102544 "models/props/de_inferno/wood_fence.dx80.vtx"


        This is even more unnatural since those are props used in the majority by maps, loading a Valve model into the map shouldn't pose any probu lem at all.

        All in all it looks to me more than clearly that there are problems or corruption in your files of CS:S or the SDK. I frankly never had these problems at all, and I always refresh the SDK content and verify cache every now and then. I would suggest you do the same to prevent long-term problems posing such issues :smile:

        However if your map works fine atm, then I'm very happy for you!
        Gl with your map!