Map not compiling correctly

Manikku

L1: Registered
Aug 30, 2012
7
0
I need some help with my map, as I've been wanting to get it on a public release for my server. I have compiled it, but there's tons of issues everywhere, from the map being completely black and a half of the map is nowhere to be found, the skybox not where it is supposed to be. Can anyone possibly help with this or point out what's wrong? Here is a compile log from running VBSP:

Code:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\username\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\username\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\username\team fortress 2\tf\maps\trade_forest.vmf"

Valve Software - vbsp.exe (Aug 13 2012)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\username\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\username\team fortress 2\tf\maps\trade_forest.vmf
Patching WVT material: maps/trade_forest/nature/blendgroundtograss009_wvt_patch
Patching WVT material: maps/trade_forest/nature/blendrockgroundwallforest_viaduct_event_wvt_patch
Patching WVT material: maps/trade_forest/nature/blendrockgroundwallforest_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_static (-1786.58 2915.80 1301.55) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1024.0 11776.0 1898.0)
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 (-1536.0 12288.0 1898.0)
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 (-2560.0 12288.0 1898.0)
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 (-1024.0 10752.0 1898.0)
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 (-1024.0 9728.0 1898.0)
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 (-1024.0 8704.0 1898.0)
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 (-3584.0 12288.0 1898.0)
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 (-4608.0 12288.0 1898.0)
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: 

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
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) (3028396 bytes)
Static prop models/props_forest/cliff_wall_02a_mirrored.mdl outside the map (-3581.11, 673.00, 1437.78)
Static prop models/props_forest/shrub_03b.mdl outside the map (-1264.84, 9156.00, 898.00)
Static prop models/props_forest/shrub_03_cluster.mdl outside the map (-1513.58, 8766.00, 911.00)
Static prop models/props_forest/shrub_03_cluster.mdl outside the map (-1035.09, 8699.00, 858.00)
Static prop models/props_halloween/smlprop_spider.mdl outside the map (-1475.56, 9190.50, 893.47)
Static prop models/props_forest/rock002.mdl outside the map (-3216.46, 3529.00, 1228.13)
Static prop models/props_forest/rock003.mdl outside the map (-3219.11, 3614.09, 1239.00)
Static prop models/props_forest/rock002.mdl outside the map (-3615.11, 3116.00, 1164.00)
Static prop models/props_forest/rock001.mdl outside the map (-3481.75, 2810.00, 1249.00)
Static prop models/props_forest/rock001.mdl outside the map (-3659.99, 2410.00, 1172.00)
Static prop models/props_forest/rock003.mdl outside the map (-5239.65, 3307.00, -187.00)
Static prop models/props_forest/rock004.mdl outside the map (-4364.23, 2896.00, -115.00)
Static prop models/props_foliage/tree_pine_huge.mdl outside the map (-3339.16, 4642.00, 1226.00)
Placing detail props : 0...1...2...3...4...5...6...7...8..Error! Too many detail props emitted on this map! (64K max!)n

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

tyler

aa
Sep 11, 2013
5,102
4,621
Your map is full of leaks, which means VVIS is able to see into the void. That's the source of all your problems.

You can use this to check for other errors: http://interlopers.net/errors

What you need to do is seal your map, either with tools/skybox or nodraw or other world geometry--props, displacements, func_details and other brush entities do not seal. Areaportals that can see from one side to the other side will also leak.

Click Map > Load Pointfile to find where your entities are leaking into the void. Compile the map again (VBSP is the only thing you need to run for this) and load the pointfile again. When it asks you to load a .lin file, you're done and your map is leak free.

Leaks are gonna affect optimization, playability, and lighting, so it's really best to fix those things. Mapping on the 16-32u grid really helps eliminate leaks before they happen.
 

Manikku

L1: Registered
Aug 30, 2012
7
0
Hm, yeah, my areas are all surrounded by skyboxes, that I have created anddeleted many times to make sure that there weren't any leaking to lead on to. The problem still persists if I load the pointfile, it points to an entity that was causing no leak in past compiles.
 

tyler

aa
Sep 11, 2013
5,102
4,621
The entity is leaking, not causing the leak. Follow the red line to the other end.
 

Manikku

L1: Registered
Aug 30, 2012
7
0
Right, I've followed it, it leaks out into the void. I've rid of it, but as expected, the problem persists.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Right, because the entity is not causing the leak and your problem is that VVIS can see into the void. You need to seal your map using world geometry as I explained in my earlier post. If you keep removing entities, you'll remove them all without solving the problem.
 

Manikku

L1: Registered
Aug 30, 2012
7
0
It is sealed, by a skybox surrounding the area and the entity/entities within it. If you'd want, I can send you the VMF file if my explanation isn't thorough enough. Or, I can try explaining anything else that could lead to the leak.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Well, you've either got a leak, or your skybox is not a world brush (which would then leak). Hammer don't lie, dude. Pop into steam chat and send it to me.
 

Manikku

L1: Registered
Aug 30, 2012
7
0
Well, I'm still having some issues, haven't been able to resolve the problem. I've rid of the Power 4 Displacements, though it says I still have some in the map apparently. The leak prop also constantly changes to a different subject on each time it is compiled. Here's the compile log:

Code:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\username\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\username\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\username\team fortress 2\tf\maps\trade_forest.vmf"

Valve Software - vbsp.exe (Aug 13 2012)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\username\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\username\team fortress 2\tf\maps\trade_forest.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/trade_forest/nature/blendrockgroundwallforest_viaduct_event_wvt_patch
Patching WVT material: maps/trade_forest/cp_mountainlab/nature/blendrocktograss002_wvt_patch
Patching WVT material: maps/trade_forest/nature/blendrockgroundwallforest_wvt_patch
Patching WVT material: maps/trade_forest/nature/blendgroundtograss007_nodetail_wvt_patch
Patching WVT material: maps/trade_forest/nature/blendgroundtograss009_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_static (-7718.00 6071.00 2934.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8704.0 -8192.0 1950.0)
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 (8482.0 -7168.0 -1951.0)
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 (8994.0 -7168.0 -1951.0)
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 (8482.5 -7168.0 2086.0)
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 (8994.5 -7168.0 2086.0)
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 (9216.0 -7680.0 1950.0)
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 (7680.0 -7168.0 -1951.0)
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 (7617.5 -7168.0 1854.5)
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: 

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 696 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
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 (1) (16438388 bytes)
Static prop models/props_forest/cliff_wall_10_mirrored.mdl outside the map (-7933.00, 5663.00, 2880.63)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3342 texinfos to 2107
Reduced 80 texdatas to 73 (2379 bytes to 2011)
Writing C:\Program Files (x86)\Steam\steamapps\username\team fortress 2\tf\maps\trade_forest.bsp
9 seconds elapsed

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

Manikku

L1: Registered
Aug 30, 2012
7
0
Sure, could I add you on Steam as well? Sent the VMF via PM too.
 
Last edited:

Ælement

Comfortably mediocre
aa
Dec 21, 2010
1,481
1,616
Manikku said:
Here's the VMF file. Thanks for offering to help too, I really appreciate it. :D

/snip/

Holy shit dude. That map is HUUUUUGE!

I don't really think i can save it. Here are the notes i took during my examination:
I'll look at it, and write stuff down as i examine it. (This might make it a bit confusing at some points)

Pre-compile:

1) There is a huge space beneath the map, which is covered in skybox texture. This means that the map emits lighting, where it doesn't need to.

2) It looks like you are mapping offgrid. This can be devastating to your map, as it will make it harder to line stuff up well, when everything is displaced, it can be harder for the engine to do its stuff.

1st compile (full): (I forgot to scan the log here. FML!)

1) There is a weird thing going on with with the pointfile.

2) I tried to load up the maps portalfile, but it seems like there is none. This probably means that the compile failed. I will see if i can get better results without all the props (There are many. Good to see that you func_detailed a lot of complex stuff btw.)

2nd compile (no props):
Looks like it can finally get around the VVIS based stuff (This is where the portalfile comes in) first attempt crashed it tho.
I'll try to snap your entire map to the grid and hope that will kill whatever evils the off-grid approach left behind.

^ When i snapped it to the grid, i noticed that you have a lot of overlapping brushes. This will create "z-fighting"

^^ I also found some power-4 displaced plank brushes. I suspect this will generate some troubles, so i killed them for now.

I decided to func_detail some of the remaining buildings. The map is so open, that visibility related stuff is near impossible, so there isn't much reason for some of those buildings to cut the vis-leafs.

Now we're at it, you might wanna throw in some fog (in case you haven't already) to limit how much the engine needs to draw.

Compiling again; still crashing. It's getting stuck at the visleaf compiling (I don't blame it)

Fixing the large open space beneath the map. A nodraw brush can be used to seal off the map too, so thats what i'm gonna use for the bottom.

In the process, i nearly crashed; simply attempting to slice some of your clipping through D:

Tried to compile again, i left it for itself for an hour, and it was still not cutting. I will try to compile without VVIS, and see if it can get working. Keep in mind that this is without props still... I'm starting to think i can't fix it... It might simply be too big D:

Its crawling, but it miiiight just work without vis (this will make it hell for anyone who wants to play it tho).

Nope. Crashed. I give up...

Consider simplifying the entire thing. Maybe even start over, and make it a tad simpler? Source was never meant for such large worlds unfortunately :[
 
Last edited:

JDNelsonheimer

L1: Registered
Jan 15, 2013
1
0
Hey! im in a very similar boat! i opened up the sdk version of the pl_badwater and stuck a sentry on top of the cart i CHANGED NOTHING ELSE! and now when i run the map it works fine accept the map is on full bright, i know i can disable this with a console command but i want it to work normal. someone please take a look at my compile log.



Compile log: (i cut out the part where it says my folders and name ect because i felt like it.)

ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/pl_badwater_sentrycart/nature/blendgroundtogravel005_wvt_patch
Patching WVT material: maps/pl_badwater_sentrycart/nature/blendgroundtograss005_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 "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Chop Details...done (1)
Find Visible Detail Sides...
Merged 716 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Users\Julian Cecchetto\Desktop\pl_badwater_sentrycart.prt...Building visibility clusters...
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...
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 (3) (1349399 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 6895 texinfos to 4319
Reduced 197 texdatas to 181 (4903 bytes to 4309
 

henke37

aa
Sep 23, 2011
2,075
515
Entire log please.
 

Janeator

L2: Junior Member
Dec 12, 2012
66
26
Holy shit dude. That map is HUUUUUGE!

I don't really think i can save it. Here are the notes i took during my examination: (notes)

Wait wait what? power 4 displacements make maps uncompilable? Because all of mines are power 4 for more res....
 

GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
Wait wait what? power 4 displacements make maps uncompilable? Because all of mines are power 4 for more res....

Yeah, splitting it in groups with power 2 displacements is much better.
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
Wait wait what? power 4 displacements make maps uncompilable? Because all of mines are power 4 for more res....

It's not recommended because Demoman stickies can crash servers when applied to power of 4 displacements (though I've never EVER seen that happen) and it requires much more CPU power to be used to calculate it's mesh, so it's best sticking with power of 2 or 3.
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
541
Power 4 displacements can cause odd errors and crashes ingame and if the map is large and there are many displacements with power 4, it won't even compile at all in some cases. Stick with power of 2 if you can, 3 if you must but don't use that a lot either.
 

Janeator

L2: Junior Member
Dec 12, 2012
66
26
D: i got a bunch of them and they're all lvl 4, because i thought that way it'd have more 'resolution'. So what can i do now? can i automatically split them into power 2 ones without loosing what i did? also, i don't feel like having lvl 2 displacements the size of the actual ones, rather a quarter.
 

tyler

aa
Sep 11, 2013
5,102
4,621
In the displacement editing window you can lower their power and then hit apply. It might be easier in the long run to just redo them as smaller brushes with lower powers. Do whatever is good in the long run--don't force yourself to exist in a bad situation, it'll burn you out.