Oh god, Oh god, what have you done?!?!?

Rikka

L5: Dapper Member
Feb 10, 2009
208
388
Developers like knowing how the community thinks their maps could be better. Bungie encouraged people to play around with their maps on forge as well.
 
Dec 25, 2007
566
439
I guess it's time for me to update the controversial arena_2fort now, since Valve seems to be officially OK with the idea. The sewers have needed a tweak for a while to make them more used, so I might do it on the official vmf instead of the decompiled one. And while I understand some of you may not appreciate the whole concept, I hope at least you'll admit (if you ever look at it) that I've done a decent job with it so far. :D

Also, I'm expecting the next update to be demoman vs engineer: it's a natural fit to upgrade them both together; and nobody wants teams of 10 engineers for a week after its update.
 
Last edited:

Waif

L7: Fancy Member
Mar 22, 2009
412
125
Does this include the community made valve maps, turbine, fastlane, Steel, Hoodoo etc...?
 

Don

L2: Junior Member
Jun 3, 2009
89
14
Amazing, can't wait to see cp_goldrush, pl_granary and arena_dustbowl_night!
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
Lets all do pl_well and ctf_badwater is so awesum!!!!!
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
Here is the compile log for sdk_pl_goldrush.vmf:

I didn't change a thing.
Code:
================== VBSP ==================



materialPath: c:program filessteamsteamappsusernamegoeshereteam fortress 2tfmaterials
Loading C:Program FilesSteamsteamappsusernamegoesheresourcesdk_contenttfmapsrcValve Officialsdk_pl_goldrush.vmf
Patching WVT material: maps/sdk_pl_goldrush/nature/blendgroundtograss005_wvt_patch
Patching WVT material: maps/sdk_pl_goldrush/nature/blendrockground004_wvt_patch
Patching WVT material: maps/sdk_pl_goldrush/nature/blendgroundtogravel005_wvt_patch
Patching WVT material: maps/sdk_pl_goldrush/nature/blendgroundtograss003_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Occluder "occluders_b2" straddles multiple areas. This is invalid!
Occluder "occluders_b2" straddles multiple areas. This is invalid!
Occluder "occluders_b2" straddles multiple areas. This is invalid!
Occluder "occluders_c1" straddles multiple areas. This is invalid!
Occluder "occluders_c1" straddles multiple areas. This is invalid!
Occluder "occluders_c1" straddles multiple areas. This is invalid!
Occluder "occluders_c1" straddles multiple areas. This is invalid!
Occluder "occluders_c1" straddles multiple areas. This is invalid!
Occluder "occluders_c1" straddles multiple areas. This is invalid!
Occluder "occluders_c1" straddles multiple areas. This is invalid!
Occluder "occluders_c1" straddles multiple areas. This is invalid!
Occluder "occluders_c1" straddles multiple areas. This is invalid!
Occluder "occluders_c1" straddles multiple areas. This is invalid!
Occluder "occluders_c1" straddles multiple areas. This is invalid!
Occluder "occluders_c1" straddles multiple areas. This is invalid!
Occluder "occluders_c1" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_c2" straddles multiple areas. This is invalid!
Occluder "occluders_b2" straddles multiple areas. This is invalid!
Occluder "occluders_b2" straddles multiple areas. This is invalid!
Occluder "occluders_b2" straddles multiple areas. This is invalid!
Chop Details...done (1)
Find Visible Detail Sides...
Merged 2410 detail faces...done (2)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (4)
writing C:Program FilesSteamsteamappsusernamegoesheresourcesdk_contenttfmapsrcValve Officialsdk_pl_goldrush.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Warning: invalid neighbor connection on displacement near (-3523.18 768.00 -0.00)
Warning: invalid neighbor connection on displacement near (-3511.15 768.00 -128.00)
Warning: invalid neighbor connection on displacement near (-3624.00 894.24 0.00)
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (7) (2910704 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 16097 texinfos to 9788
Reduced 205 texdatas to 187 (4996 bytes to 4481)
Writing C:Program FilesSteamsteamappsusernamegoesheresourcesdk_contenttfmapsrcValve Officialsdk_pl_goldrush.bsp
42 seconds elapsed

================== VVIS ==================




4 threads
reading c:program filessteamsteamappsusernamegoesheresourcesdk_contenttfmapsrcvalve officialsdk_pl_goldrush.bsp
reading c:program filessteamsteamappsusernamegoesheresourcesdk_contenttfmapsrcvalve officialsdk_pl_goldrush.prt
2851 portalclusters
7969 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 4338 visible clusters (0.00%)
Total clusters visible: 765195
Average clusters visible: 268
Building PAS...
Average clusters audible: 895
visdatasize:800368  compressed from 2052720
writing c:program filessteamsteamappsusernamegoesheresourcesdk_contenttfmapsrcvalve officialsdk_pl_goldrush.bsp
6 minutes, 8 seconds elapsed

================== VRAD ==================




[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:program filessteamsteamappsusernamegoesheresourcesdk_contenttfmapsrcvalve officialsdk_pl_goldrush.bsp
22393 faces
4 degenerate faces
2742905 square feet [394978368.00 square inches]
1657 Displacements
934195 Square Feet [134524160.00 Square Inches]
22389 patches before subdivision
182411 patches after subdivision
379 direct lights
0...1...2...3...4...5...6...7...8.. warning - face vectors parallel to face normal. bad lighting will be produced
.9...100...1...2...3...4...5...6...7...8...9...10transfers 14862102, max 1102
transfer lists: 113.4 megs
0...1...2...3...4...5...6...7...8...9...10	Bounce #1 added RGB(686238, 379604, 261963)
0...1...2...3...4...5...6...7...8...9...10	Bounce #2 added RGB(108141, 51313, 35089)
0...1...2...3...4...5...6...7...8...9...10	Bounce #3 added RGB(23690, 11464, 8286)
0...1...2...3...4...5...6...7...8...9...10	Bounce #4 added RGB(6978, 3681, 2650)
0...1...2...3...4...5...6...7...8...9...10	Bounce #5 added RGB(2609, 1453, 990)
0...1...2...3...4...5...6...7...8...9...10	Bounce #6 added RGB(1138, 626, 389)
0...1...2...3...4...5...6...7...8...9...10	Bounce #7 added RGB(543, 282, 158)
0...1...2...3...4...5...6...7...8...9...10	Bounce #8 added RGB(271, 129, 65)
0...1...2...3...4...5...6...7...8...9...10	Bounce #9 added RGB(139, 60, 27)
0...1...2...3...4...5...6...7...8...9...10	Bounce #10 added RGB(72, 28, 11)
0...1...2...3...4...5...6...7...8...9...10	Bounce #11 added RGB(38, 13, 5)
0...1...2...3...4...5...6...7...8...9...10	Bounce #12 added RGB(20, 6, 2)
0...1...2...3...4...5...6...7...8...9...10	Bounce #13 added RGB(10, 3, 1)
0...1...2...3...4...5...6...7...8...9...10	Bounce #14 added RGB(6, 1, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #15 added RGB(3, 1, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #16 added RGB(2, 0, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #17 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1689 sec>
0...1...2...3...4...5...6...7...8.. warning - face vectors parallel to face normal. bad lighting will be produced
 warning - face vectors parallel to face normal. bad lighting will be produced
.9...10FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
163 of 211 (77% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 209/1024        10032/49152    (20.4%) 
brushes               8052/8192        96624/98304    (98.3%) VERY FULL!
brushsides           56067/65536      448536/524288   (85.6%) VERY FULL!
planes               17610/65536      352200/1310720  (26.9%) 
vertexes             44651/65536      535812/786432   (68.1%) 
nodes                 8787/65536      281184/2097152  (13.4%) 
texinfos              9788/12288      704736/884736   (79.7%) 
texdata                187/2048         5984/65536    ( 9.1%) 
dispinfos             1657/0          291632/0        ( 0.0%) 
disp_verts           55313/0         1106260/0        ( 0.0%) 
disp_tris            76832/0          153664/0        ( 0.0%) 
disp_lmsamples     2287888/0         2287888/0        ( 0.0%) 
faces                22393/65536     1254008/3670016  (34.2%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces            18623/65536     1042888/3670016  (28.4%) 
leaves                8997/65536      287904/2097152  (13.7%) 
leaffaces            27630/65536       55260/131072   (42.2%) 
leafbrushes          17315/65536       34630/131072   (26.4%) 
areas                   74/256           592/2048     (28.9%) 
surfedges           188089/512000     752356/2048000  (36.7%) 
edges               127816/256000     511264/1024000  (49.9%) 
LDR worldlights        378/8192        33264/720896   ( 4.6%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips           3094/32768       30940/327680   ( 9.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         64962/65536      129924/131072   (99.1%) VERY FULL!
cubemapsamples          15/1024          240/16384    ( 1.5%) 
overlays               252/512         88704/180224   (49.2%) 
LDR lightdata         [variable]    14564232/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      800368/16777216 ( 4.8%) 
entdata               [variable]      412068/393216   (104.8%) VERY FULL!
LDR ambient table     8997/65536       35988/262144   (13.7%) 
HDR ambient table     8997/65536       35988/262144   (13.7%) 
LDR leaf ambient     44746/65536     1252888/1835008  (68.3%) 
HDR leaf ambient      8997/65536      251916/1835008  (13.7%) 
occluders               36/0            1440/0        ( 0.0%) 
occluder polygons       49/0             588/0        ( 0.0%) 
occluder vert ind      214/0             856/0        ( 0.0%) 
detail props          [variable]           1/567472   ( 0.0%) 
dtl prp lght          [variable]           1/4        (25.0%) 
HDR dtl prp lght      [variable]           1/4        (25.0%) 
static props          [variable]           1/156902   ( 0.0%) 
pakfile               [variable]       11484/0        ( 0.0%) 
physics               [variable]     2910704/4194304  (69.4%) 
physics terrain       [variable]      335413/1048576  (32.0%) 

Level flags = 0

Total triangle count: 68644
Writing c:program filessteamsteamappsusernamegoesheresourcesdk_contenttfmapsrcvalve officialsdk_pl_goldrush.bsp
14 minutes, 50 seconds elapsed



[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:program filessteamsteamappsusernamegoesheresourcesdk_contenttfmapsrcvalve officialsdk_pl_goldrush.bsp
22393 faces
4 degenerate faces
2742905 square feet [394978368.00 square inches]
1657 Displacements
934195 Square Feet [134524160.00 Square Inches]
22389 patches before subdivision
182411 patches after subdivision
379 direct lights
0...1...2...3...4...5...6...7...8.. warning - face vectors parallel to face normal. bad lighting will be produced
.9...100...1...2...3...4...5...6...7...8...9...10transfers 14862102, max 1102
transfer lists: 113.4 megs
0...1...2...3...4...5...6...7...8...9...10	Bounce #1 added RGB(668615, 365565, 249434)
0...1...2...3...4...5...6...7...8...9...10	Bounce #2 added RGB(103462, 48004, 32190)
0...1...2...3...4...5...6...7...8...9...10	Bounce #3 added RGB(22143, 10368, 7332)
0...1...2...3...4...5...6...7...8...9...10	Bounce #4 added RGB(6373, 3251, 2299)
0...1...2...3...4...5...6...7...8...9...10	Bounce #5 added RGB(2347, 1269, 852)
0...1...2...3...4...5...6...7...8...9...10	Bounce #6 added RGB(1018, 546, 334)
0...1...2...3...4...5...6...7...8...9...10	Bounce #7 added RGB(485, 246, 136)
0...1...2...3...4...5...6...7...8...9...10	Bounce #8 added RGB(243, 113, 56)
0...1...2...3...4...5...6...7...8...9...10	Bounce #9 added RGB(125, 53, 23)
0...1...2...3...4...5...6...7...8...9...10	Bounce #10 added RGB(65, 25, 10)
0...1...2...3...4...5...6...7...8...9...10	Bounce #11 added RGB(34, 12, 4)
0...1...2...3...4...5...6...7...8...9...10	Bounce #12 added RGB(18, 5, 2)
0...1...2...3...4...5...6...7...8...9...10	Bounce #13 added RGB(10, 3, 1)
0...1...2...3...4...5...6...7...8...9...10	Bounce #14 added RGB(5, 1, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #15 added RGB(3, 1, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #16 added RGB(1, 0, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #17 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1734 sec>
0...1...2...3...4...5...6...7...8.. warning - face vectors parallel to face normal. bad lighting will be produced
 warning - face vectors parallel to face normal. bad lighting will be produced
.9...10FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
163 of 211 (77% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 209/1024        10032/49152    (20.4%) 
brushes               8052/8192        96624/98304    (98.3%) VERY FULL!
brushsides           56067/65536      448536/524288   (85.6%) VERY FULL!
planes               17610/65536      352200/1310720  (26.9%) 
vertexes             44651/65536      535812/786432   (68.1%) 
nodes                 8787/65536      281184/2097152  (13.4%) 
texinfos              9788/12288      704736/884736   (79.7%) 
texdata                187/2048         5984/65536    ( 9.1%) 
dispinfos             1657/0          291632/0        ( 0.0%) 
disp_verts           55313/0         1106260/0        ( 0.0%) 
disp_tris            76832/0          153664/0        ( 0.0%) 
disp_lmsamples     2287888/0         2287888/0        ( 0.0%) 
faces                22393/65536     1254008/3670016  (34.2%) 
hdr faces            22393/65536     1254008/3670016  (34.2%) 
origfaces            18623/65536     1042888/3670016  (28.4%) 
leaves                8997/65536      287904/2097152  (13.7%) 
leaffaces            27630/65536       55260/131072   (42.2%) 
leafbrushes          17315/65536       34630/131072   (26.4%) 
areas                   74/256           592/2048     (28.9%) 
surfedges           188089/512000     752356/2048000  (36.7%) 
edges               127816/256000     511264/1024000  (49.9%) 
LDR worldlights        378/8192        33264/720896   ( 4.6%) 
HDR worldlights        378/8192        33264/720896   ( 4.6%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips           3094/32768       30940/327680   ( 9.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         64962/65536      129924/131072   (99.1%) VERY FULL!
cubemapsamples          15/1024          240/16384    ( 1.5%) 
overlays               252/512         88704/180224   (49.2%) 
LDR lightdata         [variable]    14564232/0        ( 0.0%) 
HDR lightdata         [variable]    14564232/0        ( 0.0%) 
visdata               [variable]      800368/16777216 ( 4.8%) 
entdata               [variable]      412068/393216   (104.8%) VERY FULL!
LDR ambient table     8997/65536       35988/262144   (13.7%) 
HDR ambient table     8997/65536       35988/262144   (13.7%) 
LDR leaf ambient     44746/65536     1252888/1835008  (68.3%) 
HDR leaf ambient     44710/65536     1251880/1835008  (68.2%) 
occluders               36/0            1440/0        ( 0.0%) 
occluder polygons       49/0             588/0        ( 0.0%) 
occluder vert ind      214/0             856/0        ( 0.0%) 
detail props          [variable]           1/567472   ( 0.0%) 
dtl prp lght          [variable]           1/4        (25.0%) 
HDR dtl prp lght      [variable]           1/4        (25.0%) 
static props          [variable]           1/156902   ( 0.0%) 
pakfile               [variable]       11484/0        ( 0.0%) 
physics               [variable]     2910704/4194304  (69.4%) 
physics terrain       [variable]      335413/1048576  (32.0%) 

Level flags = 0

Total triangle count: 68644
Writing c:program filessteamsteamappsusernamegoesheresourcesdk_contenttfmapsrcvalve officialsdk_pl_goldrush.bsp
14 minutes, 50 seconds elapsed
 

XFunc_CaRteR

L5: Dapper Member
May 14, 2009
248
17
A bunch of fanboys you are. Don't any of you do anything other than lap up any new change as "awwweeesummm" every time Valve does something? How about the idea of making new content and new maps instead of turning the old ones into a blur of variations. How will you know what map is what map now if they're in a constant state of flux?
 
Apr 19, 2009
4,460
1,722
A bunch of fanboys you are. Don't any of you do anything other than lap up any new change as "awwweeesummm" every time Valve does something? How about the idea of making new content and new maps instead of turning the old ones into a blur of variations. How will you know what map is what map now if they're in a constant state of flux?
Fine if you don't like it here than leave!

EDIT I checked that compile log and this is what I found.
HL2 Interlopers said:
occluder "occluders_b2" straddles multiple areas. this is invalid!

Description:
This error means you have a func_occluder (by the name of occluders_b2) that is touching an areaportal or is inside a brush that's touching two area's. ( An area is a part of your map closed off by a areaportals and world-brushes)

Solution:
Move or delete the occluder or areaportal(s).


The affected object may not work and/or cause general errors

Last contribution: Anonymous

can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!

Description:
You have entered a skybox texture which doesn't seem to be valid. Make sure you don't specify the last three letter (_UP, _DN, etc) of any skybox texture you use. You may also need to fix your vmt files if they are broken. It may also be caused by compiling a non-HDR skybox texture.

Solution:
Fix errors first
WIKI: Skybox


The affected object may not work/appear properly

Last contribution: Anonymous

found a displacement edge abutting multiple other edges

Description:
A displacement is touching more than one other displacements at the same point along one of its edges; in other words: at some point, three displacements are touching each other along an entire edge. This may cause lighting errors, as vrad doesn't know which displacements need to have their light smoothed out, if you know what i mean. I guess it can also be a wanted situation, in which cause this 'error' can be ignored.

Solution:
The usual cause i can think of is the accidental non-deletion of displacements along the sides of brushes. Eg, if you have two brushes next to each other, and their tops displaced, and you accidentally also displaced the vertical brushsides between these two, you get a T-shaped intersection of three.
displ.png

image: purple: side that should've been destroyed, red: the edge.

This is no real error, but it could be the cause of lighting anomalies. There is no easy way to find the displacement either, the fastest way would be to go through your displacements one by one.
The wost part is that it is only the big stuff and the full problem list is massive!
 
Last edited:

TMP

Ancient Pyro Main
aa
Aug 11, 2008
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I was about to have to bold and size 32 the word sarcasm hoping he would realise it.