Displacement causing leaks

MrAurora

L1: Registered
Feb 9, 2016
10
0
I added displacements and I loaded the map up. I loaded the point file and saw that a prop was leaking, yet it was inside the map. The leak was going through a displacement. It was not going through a yellow line, I used power 4 of displacements. Here is the compile log:


** 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\Drew\Desktop\trade_hourglass_v2_rc8.vmf"

Valve Software - vbsp.exe (Mar 2 2016)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Users\Drew\Desktop\trade_hourglass_v2_rc8.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/trade_hourglass_v2_rc8/dev/dev_blendmeasure2_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_dynamic (-2107.00 -392.00 147.00) leaked!
//
How do I goto cords?

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0 3072.0 -128.0)
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 (2456.0 3072.0 1127.5)
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 (2968.0 3072.0 1127.5)
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 (2048.0 3219.5 -119.5)
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 (2048.0 3731.5 -119.5)
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 (2560.0 4096.0 -119.5)
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 (3072.0 3584.0 -119.5)
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 (-1536.0 3072.0 -591.5)
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...error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
error: material DEV/DEV_WATERBENEATH2 doesn't have a $bottommaterial
done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 16 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_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_hydro_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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (2685579 bytes)
Error! To use model "models/player/hwm/spy.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/player/hwm/spy.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1039 texinfos to 688
Reduced 63 texdatas to 56 (1615 bytes to 1314)
Writing C:\Users\Drew\Desktop\trade_hourglass_v2_rc8.bsp
Wrote ZIP buffer, estimated size 214272, actual size 213120
5 seconds 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" -fast "C:\Users\Drew\Desktop\trade_hourglass_v2_rc8"

Valve Software - vvis.exe (Mar 2 2016)
fastvis = true
4 threads
reading c:\users\drew\desktop\trade_hourglass_v2_rc8.bsp
reading c:\users\drew\desktop\trade_hourglass_v2_rc8.prt
LoadPortals: couldn't read c:\users\drew\desktop\trade_hourglass_v2_rc8.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" -noextra "C:\Users\Drew\Desktop\trade_hourglass_v2_rc8"

Valve Software - vrad.exe SSE (Mar 2 2016)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\users\drew\desktop\trade_hourglass_v2_rc8.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (2.20 seconds)
6479 faces
5 degenerate faces
1793561 square feet [258272864.00 square inches]
42 Displacements
187500 Square Feet [27000128.00 Square Inches]
sun extent from map=0.000000
234 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (12)
Build Patch/Sample Hash Table(s).....Done<0.0259 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
4 of 8 (50% 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 52/1024 2496/49152 ( 5.1%)
brushes 1120/8192 13440/98304 (13.7%)
brushsides 7630/65536 61040/524288 (11.6%)
planes 4126/65536 82520/1310720 ( 6.3%)
vertexes 9148/65536 109776/786432 (14.0%)
nodes 4236/65536 135552/2097152 ( 6.5%)
texinfos 688/12288 49536/884736 ( 5.6%)
texdata 56/2048 1792/65536 ( 2.7%)
dispinfos 42/0 7392/0 ( 0.0%)
disp_verts 12138/0 242760/0 ( 0.0%)
disp_tris 21504/0 43008/0 ( 0.0%)
disp_lmsamples 268508/0 268508/0 ( 0.0%)
faces 6479/65536 362824/3670016 ( 9.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2563/65536 143528/3670016 ( 3.9%)
leaves 4289/65536 137248/2097152 ( 6.5%)
leaffaces 7432/65536 14864/131072 (11.3%)
leafbrushes 2597/65536 5194/131072 ( 4.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 41021/512000 164084/2048000 ( 8.0%)
edges 22484/256000 89936/1024000 ( 8.8%)
LDR worldlights 234/8192 20592/720896 ( 2.9%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 688/32768 6880/327680 ( 2.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 10383/65536 20766/131072 (15.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 4879992/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 118445/393216 (30.1%)
LDR ambient table 4289/65536 17156/262144 ( 6.5%)
HDR ambient table 4289/65536 17156/262144 ( 6.5%)
LDR leaf ambient 23181/65536 649068/1835008 (35.4%)
HDR leaf ambient 4289/65536 120092/1835008 ( 6.5%)
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] 1/29198 ( 0.0%)
pakfile [variable] 213120/0 ( 0.0%)
physics [variable] 2685579/4194304 (64.0%)
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 17777
Writing c:\users\drew\desktop\trade_hourglass_v2_rc8.bsp
22 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Drew\Desktop\trade_hourglass_v2_rc8.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\trade_hourglass_v2_rc8.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" -windowed -noborder -w 1600 -h 900 -novid +map "trade_hourglass_v2_rc8" -steam
 

MrAurora

L1: Registered
Feb 9, 2016
10
0
Displacements won't seal maps, so you need a solid brush beneath them. :nodraw: is useful for this. Also, avoid using Power 4 displacements, as they can cause other problems. Stick to Power 3.
Thanks for the help. All tutorials on Youtube say "Use power 4" so.. Thankyou for the advice.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Thanks for the help. All tutorials on Youtube say "Use power 4" so.. Thankyou for the advice.
Woah there, what tutorials tell you to use power 4 displacements? You should never ever go above 3, ever. Power 4 displacements can cause servers to crash when it's hit with physics objects such as stickies and rockets.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
Woah there, what tutorials tell you to use power 4 displacements? You should never ever go above 3, ever. Power 4 displacements can cause servers to crash when it's hit with physics objects such as stickies and rockets.

Not necessarily. It's the vertex density that matters, not the power. Although P4 displacements will use extra memory like the compile log says, they alone will not cause a physics-related crash unless they're too small or the map uses too many of them. Feel free to use P4 on larger disps, but several small, lower power disps stitched together are a better design choice in almost all circumstances.
 

MrAurora

L1: Registered
Feb 9, 2016
10
0
Not necessarily. It's the vertex density that matters, not the power. Although P4 displacements will use extra memory like the compile log says, they alone will not cause a physics-related crash unless they're too small or the map uses too many of them. Feel free to use P4 on larger disps, but several small, lower power disps stitched together are a better design choice in almost all circumstances.
And that tells me why I crash when some gibs him some things.. Thankyou!
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
Gorge has a bunch of them around point A.