1. Post #1
    I'm making a map but when I go to test it on Garry's Mod when I use the flashlight the render distance of the maps shrinks to around 450 hammer squares.
    When I have the flashlight off, the map's render distance is normal and like it is on any other map.
    I've gotten a friend to test the map and he had the same problem.
    Would be grateful of any help.
    Code:
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\braden01\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\braden01\garrysmod\garrysmod" "C:\Users\Braden\Desktop\Garry's Mod\The Manhattan Project\Server\MesaRP\Maps\develop\rp_blackmesa.vmf"
    
    Valve Software - vbsp.exe (Apr 26 2012)
    2 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\braden01\garrysmod\garrysmod\materials
    Loading C:\Users\Braden\Desktop\Garry's Mod\The Manhattan Project\Server\MesaRP\Maps\develop\rp_blackmesa.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\braden01\garrysmod\garrysmod\gameinfo.txt
    fixing up env_cubemap materials on brush sides...
    Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
    Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
    Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
    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...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\Braden\Desktop\Garry's Mod\The Manhattan Project\Server\MesaRP\Maps\develop\rp_blackmesa.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
       skybox/morning*.vmt
     ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
       skybox/morning*.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 (1) (104654 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 850 texinfos to 563
    Reduced 50 texdatas to 45 (1375 bytes to 1282)
    Writing C:\Users\Braden\Desktop\Garry's Mod\The Manhattan Project\Server\MesaRP\Maps\develop\rp_blackmesa.bsp
    2 seconds elapsed
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\braden01\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\braden01\garrysmod\garrysmod" "C:\Users\Braden\Desktop\Garry's Mod\The Manhattan Project\Server\MesaRP\Maps\develop\rp_blackmesa"
    
    Valve Software - vvis.exe (Apr 26 2012)
    2 threads
    reading c:\users\braden\desktop\garry's mod\the manhattan project\server\mesarp\maps\develop\rp_blackmesa.bsp
    reading c:\users\braden\desktop\garry's mod\the manhattan project\server\mesarp\maps\develop\rp_blackmesa.prt
     490 portalclusters
    1756 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 (263)
    Optimized: 512 visible clusters (0.37%)
    Total clusters visible: 140052
    Average clusters visible: 285
    Building PAS...
    Average clusters audible: 488
    visdatasize:62608  compressed from 62720
    writing c:\users\braden\desktop\garry's mod\the manhattan project\server\mesarp\maps\develop\rp_blackmesa.bsp
    4 minutes, 24 seconds elapsed
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\braden01\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters:  -game "C:\Program Files (x86)\Steam\steamapps\braden01\garrysmod\garrysmod" "C:\Users\Braden\Desktop\Garry's Mod\The Manhattan Project\Server\MesaRP\Maps\develop\rp_blackmesa"
    
    Valve Software - vrad.exe SSE (Apr 26 2012)
    
          Valve Radiosity Simulator     
    2 threads
    Could not find lights.rad in lights.rad.
    Trying VRAD BIN directory instead...
    Warning: Couldn't open texlight file c:\program files (x86)\steam\steamapps\braden01\sourcesdk\bin\orangebox\bin\lights.rad.
    Loading c:\users\braden\desktop\garry's mod\the manhattan project\server\mesarp\maps\develop\rp_blackmesa.bsp
    Setting up ray-trace acceleration structure... Done (0.31 seconds)
    1547 faces
    6 degenerate faces
    268179 square feet [38617784.00 square inches]
    24 Displacements
    17619 Square Feet [2537273.00 Square Inches]
    1541 patches before subdivision
    zero area child patch
    zero area child patch
    zero area child patch
    12277 patches after subdivision
    sun extent from map=0.087156
    2 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (4)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (4)
    transfers 919785, max 492
    transfer lists:   7.0 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #1 added RGB(30015, 28866, 29981)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #2 added RGB(2321, 2038, 1900)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #3 added RGB(264, 209, 194)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #4 added RGB(34, 27, 25)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #5 added RGB(5, 4, 4)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #6 added RGB(1, 1, 1)
    Build Patch/Sample Hash Table(s).....Done<0.0076 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (3)
    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 (5)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                   4/1024          192/49152    ( 0.4%) 
    brushes                282/8192         3384/98304    ( 3.4%) 
    brushsides            2191/65536       17528/524288   ( 3.3%) 
    planes                1502/65536       30040/1310720  ( 2.3%) 
    vertexes              2203/65536       26436/786432   ( 3.4%) 
    nodes                  936/65536       29952/2097152  ( 1.4%) 
    texinfos               563/12288       40536/884736   ( 4.6%) 
    texdata                 45/2048         1440/65536    ( 2.2%) 
    dispinfos               24/0            4224/0        ( 0.0%) 
    disp_verts            1944/0           38880/0        ( 0.0%) 
    disp_tris             3072/0            6144/0        ( 0.0%) 
    disp_lmsamples       45160/0           45160/0        ( 0.0%) 
    faces                 1547/65536       86632/3670016  ( 2.4%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces              981/65536       54936/3670016  ( 1.5%) 
    leaves                 941/65536       30112/2097152  ( 1.4%) 
    leaffaces             1817/65536        3634/131072   ( 2.8%) 
    leafbrushes            696/65536        1392/131072   ( 1.1%) 
    areas                    2/256            16/2048     ( 0.8%) 
    surfedges            11297/512000      45188/2048000  ( 2.2%) 
    edges                 6511/256000      26044/1024000  ( 2.5%) 
    LDR worldlights          2/8192          176/720896   ( 0.0%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips            125/32768        1250/327680   ( 0.4%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices          1977/65536        3954/131072   ( 3.0%) 
    cubemapsamples           7/1024          112/16384    ( 0.7%) 
    overlays                 0/512             0/180224   ( 0.0%) 
    LDR lightdata         [variable]      351644/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]       62608/16777216 ( 0.4%) 
    entdata               [variable]        4792/393216   ( 1.2%) 
    LDR ambient table      941/65536        3764/262144   ( 1.4%) 
    HDR ambient table      941/65536        3764/262144   ( 1.4%) 
    LDR leaf ambient      3887/65536      108836/1835008  ( 5.9%) 
    HDR leaf ambient       941/65536       26348/1835008  ( 1.4%) 
    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]      850229/0        ( 0.0%) 
    physics               [variable]      104654/4194304  ( 2.5%) 
    physics terrain       [variable]        5950/1048576  ( 0.6%) 
    
    Level flags = 0
    
    Total triangle count: 4233
    Writing c:\users\braden\desktop\garry's mod\the manhattan project\server\mesarp\maps\develop\rp_blackmesa.bsp
    17 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\Braden\Desktop\Garry's Mod\The Manhattan Project\Server\MesaRP\Maps\develop\rp_blackmesa.bsp" "C:\Program Files (x86)\Steam\steamapps\braden01\garrysmod\garrysmod\maps\rp_blackmesa.bsp"

  2. Post #2
    I HAVE A SQUID FETISH
    IronPhoenix's Avatar
    April 2005
    8,217 Posts
    1. don't sign your posts, we know who you are.
    2. Shove your compile log in here.
    Reply With Quote Edit / Delete Reply Windows 7 United Kingdom Show Events Agree Agree x 1 (list)

  3. Post #3
    1. don't sign your posts, we know who you are.
    2. Shove your compile log in here.
    I've uploaded the compile log.

  4. Post #4
    BUMP

  5. Post #5
    TCB
    I AM A FIRE LORD
    TCB's Avatar
    December 2009
    9,322 Posts
    The only error I see that's important at all is that there's no lights.rad, which you should probably fix.

  6. Post #6
    I HAVE A SQUID FETISH
    IronPhoenix's Avatar
    April 2005
    8,217 Posts
    Don't bother to bump after not even a day...someone will reply to you.

    The only thing i can see is:

    zero area child patch
    zero area child patch
    zero area child patch

    Usually caused by poor vertex editing, this error can cause oddities. Shouldn't affect your flashlight though.
    Reply With Quote Edit / Delete Reply Windows 7 United Kingdom Show Events Agree Agree x 1 (list)

  7. Post #7
    Gold Member
    Firegod522's Avatar
    March 2008
    11,582 Posts
    Do you have any in game screenshots? This sounds like a graphical bug rather than a hammer error.

  8. Post #8
    Flashlight Off:
    [IMG]www.tmp-gaming.co.uk/extra/no-flash.jpg[/IMG]
    Flashlight On:

  9. Post #9
    Gold Member
    Firegod522's Avatar
    March 2008
    11,582 Posts
    Are your video drivers up to date?

  10. Post #10
    Are your video drivers up to date?
    Yeah, they're all updated. And I also got a friend on Steam to give the map a test and he got the same error.

    Edited:

    Don't bother to bump after not even a day...someone will reply to you.

    The only thing i can see is:

    zero area child patch
    zero area child patch
    zero area child patch

    Usually caused by poor vertex editing, this error can cause oddities. Shouldn't affect your flashlight though.
    I removed all my displacements because they weren't the best XD But I'm still getting the same problem.

    Edited:

    The only error I see that's important at all is that there's no lights.rad, which you should probably fix.
    I've included the lights.rad, still doesn't work :(
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