"Ghost" Brushes on Surf Ramps

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Cyn
Posts: 2
Joined: Sun Jun 22, 2014 9:55 am
Location: St. Louis, MO

"Ghost" Brushes on Surf Ramps

Post by Cyn » Mon Jun 23, 2014 1:03 pm

Hi, new map maker here (ish). I've messed around in hammer a bit, and am now working on making my first surf map (izgunbeshit). Anyway, I was working on my map, and I compiled to test the first bit of the map, when I (angrily) noticed some visual artifacts on my ramps. I've tried looking around on that internets for solutions, but couldn't find any (Google, steam guides, etc.). Here's what I'm talking about: Image Image
These are just annoying. They don't affect the ramp, as you can go right through them. It just (obviously) makes the map really unpleasant to look at. Image
As you can see, these aren't actually on the brushes in hammer, they just sort of appear, so I assume it's something to do with Hammer when it compiles. If anyone knows how to fix this, and/or has ideas on why this happens, please help.
Links:
BSP: https://www.dropbox.com/s/17ynihhtye31yqy/surf_cyn.bsp
VMF: https://www.dropbox.com/s/itfroq20vmnu5gr/surf_cyn.vmf

Here's the compiler log:

Code: Select all

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\David\Desktop\Personal Projects\TF2\Maps\Surf\surf_cyn.vmf"

Valve Software - vbsp.exe (Jun 10 2014)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\David\Desktop\Personal Projects\TF2\Maps\Surf\surf_cyn.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity trigger_multiple (-182.32 768.00 981.77) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 4608.0 112.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-288.0 5120.0 112.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-608.0 5120.0 592.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-608.0 5120.0 -120.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-608.0 5120.0 -600.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-832.0 5120.0 112.0)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-512.0 3072.0 92.7)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-512.0 3072.0 1084.7)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...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) (91619 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 707 texinfos to 447
Reduced 12 texdatas to 11 (282 bytes to 234)
Writing C:\Users\David\Desktop\Personal Projects\TF2\Maps\Surf\surf_cyn.bsp
1 second elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\David\Desktop\Personal Projects\TF2\Maps\Surf\surf_cyn"

Valve Software - vvis.exe (Jun 10 2014)
4 threads
reading c:\users\david\desktop\personal projects\tf2\maps\surf\surf_cyn.bsp
reading c:\users\david\desktop\personal projects\tf2\maps\surf\surf_cyn.prt
LoadPortals: couldn't read c:\users\david\desktop\personal projects\tf2\maps\surf\surf_cyn.prt


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters:  -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\David\Desktop\Personal Projects\TF2\Maps\Surf\surf_cyn"

Valve Software - vrad.exe SSE (Jun 10 2014)

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

Loading c:\users\david\desktop\personal projects\tf2\maps\surf\surf_cyn.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.63 seconds)
2740 faces
25 degenerate faces
604405 square feet [87034416.00 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 (1)
Build Patch/Sample Hash Table(s).....Done<0.0516 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (4)
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 (7)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   3/1024          144/49152    ( 0.3%) 
brushes                240/8192         2880/98304    ( 2.9%) 
brushsides            3210/65536       25680/524288   ( 4.9%) 
planes                4358/65536       87160/1310720  ( 6.6%) 
vertexes              4417/65536       53004/786432   ( 6.7%) 
nodes                 2802/65536       89664/2097152  ( 4.3%) 
texinfos               447/12288       32184/884736   ( 3.6%) 
texdata                 11/2048          352/65536    ( 0.5%) 
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                 2740/65536      153440/3670016  ( 4.2%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              726/65536       40656/3670016  ( 1.1%) 
leaves                2806/65536       89792/2097152  ( 4.3%) 
leaffaces             3547/65536        7094/131072   ( 5.4%) 
leafbrushes           2117/65536        4234/131072   ( 3.2%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            16232/512000      64928/2048000  ( 3.2%) 
edges                 8883/256000      35532/1024000  ( 3.5%) 
LDR worldlights          0/8192            0/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            466/32768        4660/327680   ( 1.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          6831/65536       13662/131072   (10.4%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     5583124/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]         711/393216   ( 0.2%) 
LDR ambient table     2806/65536       11224/262144   ( 4.3%) 
HDR ambient table     2806/65536       11224/262144   ( 4.3%) 
LDR leaf ambient      1387/65536       38836/1835008  ( 2.1%) 
HDR leaf ambient      2806/65536       78568/1835008  ( 4.3%) 
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]      211567/0        ( 0.0%) 
physics               [variable]       91619/4194304  ( 2.2%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 7836
Writing c:\users\david\desktop\personal projects\tf2\maps\surf\surf_cyn.bsp
12 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\David\Desktop\Personal Projects\TF2\Maps\Surf\surf_cyn.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\surf_cyn.bsp"

Thanks,
- Cyn (Mediocre Surfer Extraordinaire)
I AM 17 YEARS YOUNG
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User avatar
Smileytopin
Posts: 42
Joined: Sat Jun 21, 2014 12:33 pm

Re: "Ghost" Brushes on Surf Ramps

Post by Smileytopin » Mon Jun 23, 2014 1:44 pm

Well first of all, your map is leaked!

That means there is a hole in your map to the black abyss outside the grid!
User avatar
Cyn
Posts: 2
Joined: Sun Jun 22, 2014 9:55 am
Location: St. Louis, MO

Re: "Ghost" Brushes on Surf Ramps

Post by Cyn » Mon Jun 23, 2014 2:20 pm

Well this map is starting off well. Had about 10 leaks (I'm so good at making maps). That seemed to fix it. I'll make sure to abuse pointfiles before I release the map =) Thanks smiley
I AM 17 YEARS YOUNG
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User avatar
TeMP
Posts: 153
Joined: Sat Jan 18, 2014 4:25 am

Re: "Ghost" Brushes on Surf Ramps

Post by TeMP » Mon Jun 23, 2014 4:15 pm

I believe this is called a "tortured brush". It happens a bunch with surf ramps that have the tops cut. To fix it you pretty much just have to remake the ramp until it looks normal.
10:45 PM - redc: i am no where near temp in anything
User avatar
[pfN] big blue
Posts: 211
Joined: Sun Jan 12, 2014 9:52 pm
Location: East TX

Re: "Ghost" Brushes on Surf Ramps

Post by [pfN] big blue » Mon Jun 23, 2014 8:27 pm

Temp is correct, or at least it is one of the only things i know to fix it. However you said it fixed itself, so thats good.

It's nice to see new faces putting up new content. Feel free to add me if you have any questions about hammer, although I'm never usually a big help, I know a few tips and tricks. Also consider this method of ramp making in the future (if you arent using it already) http://source.gamebanana.com/tuts/10863 It provides the smoothest ramps i've seen. Edit: If you run into small lips that stop you (for example, when the top spine of the ramp design starts) you can make a ramp that is as large as your entire ramp segment design, turn it to a playcerclip texture, and remake the ramp with the same degrees of rotation and segment length. Then just lay it over your pretty ramps and they will not give you any more problems. If all that is confusing then just disregard it.


Keep doing God's work
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