error: displacement found on a(n) func_detail entity - not supported

ExtraCheesyPie

L420: High Member
Jan 29, 2015
484
151
The interlopers page tells me it comes from entity 689

I have disabled all visgroups and selected all of the displacements, moving it to world- still nothing. I used the entity search function- nothing is even selected, no pop up or anything.

I even deleted all the displacements, and still the same error- so what gives?


Here's the log:
Code:
** 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:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_dambusters_a1.vmf"

Valve Software - vbsp.exe (Dec  2 2015)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_dambusters_a1.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Error: displacement found on a(n) func_detail entity - not supported (entity 689, brush 0)


** 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:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_dambusters_a1"

Valve Software - vvis.exe (Dec  2 2015)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_dambusters_a1.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_dambusters_a1.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_dambusters_a1.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:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_dambusters_a1"

Valve Software - vrad.exe SSE (Dec  2 2015)

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

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_dambusters_a1.bsp
Setting up ray-trace acceleration structure... Done (0.76 seconds)
2949 faces
2 degenerate faces
2688683 square feet [387170432.00 square inches]
6 Displacements
5116 Square Feet [736726.00 Square Inches]
2947 patches before subdivision
83289 patches after subdivision
sun extent from map=0.087156
97 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (5)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (8)
transfers 6573302, max 490
transfer lists:  50.2 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(478403, 433218, 389101)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(95907, 70610, 54548)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(22921, 14473, 9923)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(5878, 3063, 1793)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(1610, 697, 350)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(476, 173, 75)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(145, 44, 16)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #8 added RGB(47, 12, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(16, 3, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(6, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(2, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #12 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0239 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (2)
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                  17/1024          816/49152    ( 1.7%)
brushes                567/8192         6804/98304    ( 6.9%)
brushsides            3827/65536       30616/524288   ( 5.8%)
planes                2342/65536       46840/1310720  ( 3.6%)
vertexes              4896/65536       58752/786432   ( 7.5%)
nodes                 1904/65536       60928/2097152  ( 2.9%)
texinfos               506/12288       36432/884736   ( 4.1%)
texdata                 88/2048         2816/65536    ( 4.3%)
dispinfos                6/0            1056/0        ( 0.0%)
disp_verts             430/0            8600/0        ( 0.0%)
disp_tris              672/0            1344/0        ( 0.0%)
disp_lmsamples       13856/0           13856/0        ( 0.0%)
faces                 2949/65536      165144/3670016  ( 4.5%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces             1520/65536       85120/3670016  ( 2.3%)
leaves                1922/65536       61504/2097152  ( 2.9%)
leaffaces             3587/65536        7174/131072   ( 5.5%)
leafbrushes           1329/65536        2658/131072   ( 2.0%)
areas                    2/256            16/2048     ( 0.8%)
surfedges            20143/512000      80572/2048000  ( 3.9%)
edges                12285/256000      49140/1024000  ( 4.8%)
LDR worldlights         97/8192         8536/720896   ( 1.2%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            1/32768          12/393216   ( 0.0%)
waterstrips            371/32768        3710/327680   ( 1.1%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices          6105/65536       12210/131072   ( 9.3%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 3/512          1056/180224   ( 0.6%)
LDR lightdata         [variable]     3588636/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]      198489/16777216 ( 1.2%)
entdata               [variable]       81659/393216   (20.8%)
LDR ambient table     1922/65536        7688/262144   ( 2.9%)
HDR ambient table     1922/65536        7688/262144   ( 2.9%)
LDR leaf ambient     11832/65536      331296/1835008  (18.1%)
HDR leaf ambient      1922/65536       53816/1835008  ( 2.9%)
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]           1/21530    ( 0.0%)
pakfile               [variable]        3274/0        ( 0.0%)
physics               [variable]      198200/4194304  ( 4.7%)
physics terrain       [variable]        1272/1048576  ( 0.1%)

Level flags = 0

Total triangle count: 8209
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_dambusters_a1.bsp
21 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_dambusters_a1.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\pl_dambusters_a1.bsp"
 

ExtraCheesyPie

L420: High Member
Jan 29, 2015
484
151
Thank you so much!

That's pretty stupid, interloper basically gives the wrong information.