[Help] Lots of objects not rendering! [w/ pic]

Brazooka

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What is going on:

- Map runs/compiles with no errors(at least it seems)
- When I start a server to try the map, most objects do not render, they are all black.
- All the text in the CSS menu disappears, not even the console text is there...
- There are no leaks in the map
- Other custom maps runs great
- Already checked these -
Models are black
This can be caused if you have a 3D skybox in the map, and don't have a light_environment in both the level itself, and the skybox.
This can also be caused if the color keyvalue is 0 0 0 for the entity it is used in.
The third cause is if the nearest worldbrush directly beneath the model is either unlit, or using a non-rendered texture such as tools/sky.

PLZ! Any ideas?!

- Here is the pic:

http://img408.imageshack.us/my.php?image=cs01copyrb7.jpg
 
Compile log:
** Executing...
** Command: "c:\arquivos de programas\valve\steam\steamapps\blinddwarf\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\arquivos de programas\valve\steam\steamapps\blinddwarf\counter-strike source\cstrike" "C:\Arquivos de programas\Valve\Steam\SteamApps\blinddwarf\sourcesdk_content\cstrike\mapsrc\awp_desfiladeiro"

Valve Software - vbsp.exe (Aug 4 2006)
1 threads
materialPath: c:\arquivos de programas\valve\steam\steamapps\blinddwarf\counter-strike source\cstrike\materials
Loading C:\Arquivos de programas\Valve\Steam\SteamApps\blinddwarf\sourcesdk_content\cstrike\mapsrc\awp_desfiladeiro.vmf
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 16 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Arquivos de programas\Valve\Steam\SteamApps\blinddwarf\sourcesdk_content\cstrike\mapsrc\awp_desfiladeiro.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_07*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_07rt"
Can't load skybox file skybox/sky_day01_07 to build the default cubemap!
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) (29893 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 66 texinfos to 33
Reduced 7 texdatas to 6 (165 bytes to 147)
Writing C:\Arquivos de programas\Valve\Steam\SteamApps\blinddwarf\sourcesdk_content\cstrike\mapsrc\awp_desfiladeiro.bsp
3 seconds elapsed

** Executing...
** Command: "c:\arquivos de programas\valve\steam\steamapps\blinddwarf\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\arquivos de programas\valve\steam\steamapps\blinddwarf\counter-strike source\cstrike" "C:\Arquivos de programas\Valve\Steam\SteamApps\blinddwarf\sourcesdk_content\cstrike\mapsrc\awp_desfiladeiro"

Valve Software - vvis.exe (May 22 2006)
1 threads
reading c:\arquivos de programas\valve\steam\steamapps\blinddwarf\sourcesdk_content\cstrike\mapsrc\awp_desfiladeiro.bsp
reading c:\arquivos de programas\valve\steam\steamapps\blinddwarf\sourcesdk_content\cstrike\mapsrc\awp_desfiladeiro.prt
254 portalclusters
795 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 (42)
Optimized: 131 visible clusters (0.00%)
Total clusters visible: 46279
Average clusters visible: 182
Building PAS...
Average clusters audible: 254
visdatasize:18563 compressed from 16256
writing c:\arquivos de programas\valve\steam\steamapps\blinddwarf\sourcesdk_content\cstrike\mapsrc\awp_desfiladeiro.bsp
42 seconds elapsed

** Executing...
** Command: "c:\arquivos de programas\valve\steam\steamapps\blinddwarf\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\arquivos de programas\valve\steam\steamapps\blinddwarf\counter-strike source\cstrike" "C:\Arquivos de programas\Valve\Steam\SteamApps\blinddwarf\sourcesdk_content\cstrike\mapsrc\awp_desfiladeiro"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\arquivos de programas\valve\steam\steamapps\blinddwarf\sourcesdk_content\cstrike\mapsrc\awp_desfiladeiro.bsp
745 faces
1020277 square feet [146919904.00 square inches]
23 displacements
142551 square feet [20527468.00 square inches]
745 patches before subdivision
13486 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (110)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (25)
transfers 590814, max 337
transfer lists: 4.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(10108, 8190, 2046)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(275, 180, 38)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(27, 23, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(7, 7, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(2, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0158 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 85/8192 1020/98304 ( 1.0%)
brushsides 787/65536 6296/524288 ( 1.2%)
planes 1114/65536 22280/1310720 ( 1.7%)
vertexes 1361/65536 16332/786432 ( 2.1%)
nodes 593/65536 18976/2097152 ( 0.9%)
texinfos 33/12288 2376/884736 ( 0.3%)
texdata 6/2048 192/65536 ( 0.3%)
dispinfos 23/0 4048/0 ( 0.0%)
disp_verts 6647/0 132940/0 ( 0.0%)
disp_tris 11776/0 23552/0 ( 0.0%)
disp_lmsamples 341081/0 341081/0 ( 0.0%)
faces 745/65536 41720/3670016 ( 1.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 356/65536 19936/3670016 ( 0.5%)
leaves 595/65536 19040/2097152 ( 0.9%)
leaffaces 744/65536 1488/131072 ( 1.1%)
leafbrushes 490/65536 980/131072 ( 0.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 4692/512000 18768/2048000 ( 0.9%)
edges 2612/256000 10448/1024000 ( 1.0%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 17/32768 170/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 282/65536 564/131072 ( 0.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 384724/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 18563/16777216 ( 0.1%)
entdata [variable] 763/393216 ( 0.2%)
LDR leaf ambient 595/65536 14280/1572864 ( 0.9%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/57724 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/1990 ( 0.1%)
pakfile [variable] 10026/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 29893/4194304 ( 0.7%)
==== Total Win32 BSP file data space used: 1140700 bytes ====

Total triangle count: 1778
Writing c:\arquivos de programas\valve\steam\steamapps\blinddwarf\sourcesdk_content\cstrike\mapsrc\awp_desfiladeiro.bsp
2 minutes, 23 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Arquivos de programas\Valve\Steam\SteamApps\blinddwarf\sourcesdk_content\cstrike\mapsrc\awp_desfiladeiro.bsp" "c:\arquivos de programas\valve\steam\steamapps\blinddwarf\counter-strike source\cstrike\maps\awp_desfiladeiro.bsp"
 
did you set the light_environment to -90 (straight down)
because of the high walls of rock formation left and right I think the props always in the dark. Hope this helped.

*edit*
Could also be a driver issue? or settings? I dunno, do other maps run normal?
 
Yeah other maps run normal, including custom maps...

About the props being in the dark, that's not the case because it is a "no render" black. You can see from the pic that the floor got light.

There is also a car(prop_static) that have no texture like it should, but has light and volume, those other props don't even have volume...

Man, this one is gonna be a mother... to crack!

But thanks anyway simon!
 
Could be that the pivot (attachment) is causing it? Cause I thought thats where they calculate the lighting from? Maybe that will help? ;o
 
pivot? What pivot?

EDIT: simon, I just tested the map in my dedicated server with some friends and it was perfect to them and to me... Maybe it is something related to me creating the server from the game??? What do you think?
 
the only thing I can think off after hearing this is that maybe you got two games set up (I remember people having this problem a long time ago). I'd suggest you double check your setup and dir structure, and make sure hammer is set up correctly with what type of game you are using. Make sure everything matches up and that you use the correct game to view your maps in.
 
im having the same issues but with tf2, portal and probably any other source game. some things just are rendering like they should.
 
For the custom map. Have you built your cubemaps? If not, type buildcubemaps in console ingame.

for official stuff, thats probably a driver issue.
 
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