my two incessant errors. i have tried everything.

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Bob Ross

L3: Member
Jun 16, 2009
105
9
ERROR 1:

every time i try to run my map i get the message "engine error: numportals > numareaportals ". everything i have found online says the error is due to leaks but there are no leaks in my map as i have no pointfile and the log reports nothing. what could be causing it?

ERROR 2:

"Error: displacement found on a(n) func_detail entity - not supported (entity 1140, brush 2)"

i have scoured every inch of my map. i have set my visgroups to only func_details and then to only displacements. not a single one of my displacements is set as a func_detail. what on earth is the problem?

i am going insane. ive been trying to fix these for 3 days. heres my log (compiled on all normal settings):

my compile log said:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\xxxx\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\xxxx\team fortress 2\tf" "C:\Program Files (x86)\Steam\Steamapps\xxxx\sourcesdk_content\tf\mapsrc\ctf_control_A5"

Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\xxxx\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\xxxx\sourcesdk_content\tf\mapsrc\ctf_control_A5.vmf
Error: displacement found on a(n) func_detail entity - not supported (entity 1140, brush 2)


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\xxxx\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\xxxx\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\xxxx\sourcesdk_content\tf\mapsrc\ctf_control_A5"

Valve Software - vvis.exe (May 19 2009)
4 threads
reading c:\program files (x86)\steam\steamapps\xxxx\sourcesdk_content\tf\mapsrc\ctf_control_A5.bsp
reading c:\program files (x86)\steam\steamapps\xxxx\sourcesdk_content\tf\mapsrc\ctf_control_A5.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\xxxx\sourcesdk_content\tf\mapsrc\ctf_control_A5.prt


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\xxxx\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\xxxx\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\xxxx\sourcesdk_content\tf\mapsrc\ctf_control_A5"

Valve Software - vrad.exe SSE (May 19 2009)

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

Loading c:\program files (x86)\steam\steamapps\xxxx\sourcesdk_content\tf\mapsrc\ctf_control_A5.bsp
Setting up ray-trace acceleration structure... Done (10.78 seconds)
6467 faces
1065700 square feet [153460832.00 square inches]
224 Displacements
352534 Square Feet [50764988.00 Square Inches]
6467 patches before subdivision
102879 patches after subdivision
WARNING: light_spot at (-881 5 235) has outer angle larger than 90 degrees! Clamping to 90...
WARNING: light_spot at (894 5 234) has outer angle larger than 90 degrees! Clamping to 90...
184 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (54)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (54)
transfers 8921233, max 490
transfer lists: 68.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(187849, 146529, 125175)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(33149, 20554, 15479)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(6745, 3479, 2297)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1435, 648, 383)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(327, 133, 70)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(77, 29, 14)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(19, 7, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(5, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0741 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (14)
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 (25)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 82/1024 3936/49152 ( 8.0%)
brushes 1073/8192 12876/98304 (13.1%)
brushsides 7315/65536 58520/524288 (11.2%)
planes 6830/65536 136600/1310720 (10.4%)
vertexes 10721/65536 128652/786432 (16.4%)
nodes 3770/65536 120640/2097152 ( 5.8%)
texinfos 985/12288 70920/884736 ( 8.0%)
texdata 84/2048 2688/65536 ( 4.1%)
dispinfos 224/0 39424/0 ( 0.0%)
disp_verts 54112/0 1082240/0 ( 0.0%)
disp_tris 95104/0 190208/0 ( 0.0%)
disp_lmsamples 494003/0 494003/0 ( 0.0%)
faces 6467/65536 362152/3670016 ( 9.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3489/65536 195384/3670016 ( 5.3%)
leaves 3853/65536 123296/2097152 ( 5.9%)
leaffaces 8834/65536 17668/131072 (13.5%)
leafbrushes 4485/65536 8970/131072 ( 6.8%)
areas 4/256 32/2048 ( 1.6%)
surfedges 44272/512000 177088/2048000 ( 8.6%)
edges 25873/256000 103492/1024000 (10.1%)
LDR worldlights 184/8192 16192/720896 ( 2.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 16/32768 192/393216 ( 0.0%)
waterstrips 590/32768 5900/327680 ( 1.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 8925/65536 17850/131072 (13.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 55/512 19360/180224 (10.7%)
LDR lightdata [variable] 4871304/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 351225/16777216 ( 2.1%)
entdata [variable] 139458/393216 (35.5%)
LDR ambient table 3853/65536 15412/262144 ( 5.9%)
HDR ambient table 3853/65536 15412/262144 ( 5.9%)
LDR leaf ambient 13045/65536 365260/1835008 (19.9%)
HDR leaf ambient 3853/65536 107884/1835008 ( 5.9%)
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] 1/42628 ( 0.0%)
pakfile [variable] 3013/0 ( 0.0%)
physics [variable] 428572/4194304 (10.2%)
physics terrain [variable] 120670/1048576 (11.5%)

Level flags = 0

Total triangle count: 17433
Writing c:\program files (x86)\steam\steamapps\xxxx\sourcesdk_content\tf\mapsrc\ctf_control_A5.bsp
2 minutes, 45 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\xxxx\sourcesdk_content\tf\mapsrc\ctf_control_A5.bsp" "c:\program files (x86)\steam\steamapps\xxxx\team fortress 2\tf\maps\ctf_control_A5.bsp"


** Executing...
** Command: c:\program files (x86)\steam\steam.exe
** Parameters: -applaunch 440 -game "c:\program files (x86)\steam\steamapps\xxxx\team fortress 2\tf" +map "ctf_control_A5"
 

Bockagon

L3: Member
Jul 15, 2009
147
72
Error 1:
There's a problem with your areaportals. Have a look at this thread and try and fix or re-do them.

Error 2:
In Hammer, go to View>Go To Brush Number and enter the brush number the compiler reported as having the bad displacement (in your case brush 2), it'll take you right to the bad brush.
 

Bob Ross

L3: Member
Jun 16, 2009
105
9
1: that is the tut i used to create my area portals in the first place. i dont know what could be wrong with my portals if there are no leaks.

2: i did what you sid and found the brush. it is not a func_detail and never has been.
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
I've never managed to get areaportals to work for me, got that error all the time. Easiest way around it if they're not that important is to just remove them and come back to them later when the map needs optimization.
 

Exist

L6: Sharp Member
Oct 31, 2009
306
136
Just delete your areaportals. They are important, but not in alpha5. Normally, optimization starts towards the end of beta.

The compiler dose not lie. You have to have a Func_detail displacement in there somewhere. Maybe you mashed it with a group of other details. Turn off all auto visgroups but displacements and func_details and make sure select soilds is ticked.
Then just click every displacement and check them, it but take some time, but if you want it to compile, do this.
 

Bob Ross

L3: Member
Jun 16, 2009
105
9
the odd thing is that this eror appeared about a month after i func_detailed and i already had all my displacements finished.

EDIT: i removed the areaportals and the error still hasnt gone away.
 
Last edited:

OlafK

L2: Junior Member
Sep 12, 2009
55
16
You propably forgot to actually create areaportals. Select only one of them at once, press Ctrl+T, select func_areaportal from list, press Enter, press Apply. Do it to every one of them.

Areaportals do not work like Clip or Skybox, but more like Trigger. You have to tie them to entity.
 

StickZer0

&#128153;&#128153;&#128131;&#128153;&#128153;
aa
Nov 25, 2008
664
647
I've had this issue with my map. I had accidentally made a roof func_detail, not realising there was a displacement in it. They're sneaky buggers, them. Search anywhere where there is a possible chance this may have happened, it doesn't seem to count as either a displacement OR a func_Detail in the visgroups.
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
This isn't an areaportal issue, at all.

A displacement tied to an entity is a fatal vbsp error, so no pointfile can be generated- just look at the compile log. Nothing is compiling. Naturally, if nothing compiles, it's leaking, because nothing is there.
 

Bob Ross

L3: Member
Jun 16, 2009
105
9
but i already deleted the portals :facepalm: oh well. so the problem lies with the displacement.

i went to brush number two as that is where it says my issue is. brush number two is not a func_detail. nevertheless i deleted it. not it says the same thing. that brush 2 is a fun_detail and a displacement at the same time but when i use go to brush it says that there is no brush number 2 in the map.
 
Last edited:

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
Turn on the func_detail visgroup only and find a displacement, or turn on only the displacement visgroup and find one that is func_detail. It's there, the compiler doesn't lie.
 

Nutomic

L11: Posh Member
Feb 7, 2009
888
177
Try to select your whole map, copy it and put it in a new, empty map, maybe that will help.
 

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
No offence, but why would it help if a displacement is a func_detail? He'd be copying and pasting the func_detail over.
 

Bob Ross

L3: Member
Jun 16, 2009
105
9
alright i got it! i juts selected all my fun_details and hit destroy displacement :p but now i have another problem. about half of my lights arent working.