Map Displacements Go Black When Taunting HELP

CyanideNoodles

L2: Junior Member
Oct 1, 2012
89
8
Only a few days into the map and already running into issues..

So my displacements are level 3. When I am on them or any surface and taunt, every displacement goes black. It doesn't ALWAYS go black sometimes for certain angles it does, but it happens enough that this is a problem and I'm making this map for my server so I obviously can't have this. Recompile/restarting tf2 doesn't fix.

http://imgur.com/yt0B85e link to pic since everytime I try to post it it shows as an error



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\Desiree\Documents\Tf2 maps\Mapping\summer2016\beach4.vmf"

Valve Software - vbsp.exe (Mar 2 2016)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Desiree\Documents\Tf2 maps\Mapping\summer2016\beach4.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/beach4/jungle/blendgroundtograss_jungle_wvt_patch
Patching WVT material: maps/beach4/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/beach4/egypt/sand_grass_blend_01_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
error: material MYTEXTURES/CUSTOM_CARTOONWATER doesn't have a $bottommaterial
done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Desiree\Documents\Tf2 maps\Mapping\summer2016\beach4.prt...Building visibility clusters...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/mpa102*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/mpa102*.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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (2259524 bytes)
Error! To use model "models/bots/heavy/bot_heavy.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/bots/heavy/bot_heavy.mdl"!
Error! To use model "models/props_gameplay/ball001.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_gameplay/ball001.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 772 texinfos to 345
Reduced 28 texdatas to 22 (846 bytes to 680)
Writing C:\Users\Desiree\Documents\Tf2 maps\Mapping\summer2016\beach4.bsp
Wrote ZIP buffer, estimated size 167545, actual size 166125
1 second 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\Desiree\Documents\Tf2 maps\Mapping\summer2016\beach4"

Valve Software - vvis.exe (Mar 2 2016)
fastvis = true
8 threads
reading c:\users\desiree\documents\tf2 maps\mapping\summer2016\beach4.bsp
reading c:\users\desiree\documents\tf2 maps\mapping\summer2016\beach4.prt
990 portalclusters
3206 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 7250 visible clusters (0.76%)
Total clusters visible: 953476
Average clusters visible: 963
Building PAS...
Average clusters audible: 988
visdatasize:253051 compressed from 253440
writing c:\users\desiree\documents\tf2 maps\mapping\summer2016\beach4.bsp
0 seconds elapsed

** 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" "C:\Users\Desiree\Documents\Tf2 maps\Mapping\summer2016\beach4"

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

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

[56 texlights parsed from 'lights.rad']

Loading c:\users\desiree\documents\tf2 maps\mapping\summer2016\beach4.bsp
Setting up ray-trace acceleration structure... Done (0.21 seconds)
2329 faces
5468082 square feet [787403904.00 square inches]
134 Displacements
2007236 Square Feet [289042112.00 Square Inches]
2329 patches before subdivision
53011 patches after subdivision
14 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (4)
transfers 1672601, max 663
transfer lists: 12.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(21096, 6464, 1219)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(8812, 1067, 22)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(4744, 212, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(2675, 38, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1633, 7, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1024, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(655, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(423, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(274, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(178, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(116, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(75, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(49, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(32, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(21, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(13, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(9, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #21 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #22 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #23 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0264 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 (4)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 25/1024 1200/49152 ( 2.4%)
brushes 153/8192 1836/98304 ( 1.9%)
brushsides 1249/65536 9992/524288 ( 1.9%)
planes 1996/65536 39920/1310720 ( 3.0%)
vertexes 3492/65536 41904/786432 ( 5.3%)
nodes 2166/65536 69312/2097152 ( 3.3%)
texinfos 345/12288 24840/884736 ( 2.8%)
texdata 22/2048 704/65536 ( 1.1%)
dispinfos 134/0 23584/0 ( 0.0%)
disp_verts 12102/0 242040/0 ( 0.0%)
disp_tris 19456/0 38912/0 ( 0.0%)
disp_lmsamples 924403/0 924403/0 ( 0.0%)
faces 2329/65536 130424/3670016 ( 3.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 655/65536 36680/3670016 ( 1.0%)
leaves 2192/65536 70144/2097152 ( 3.3%)
leaffaces 2341/65536 4682/131072 ( 3.6%)
leafbrushes 1231/65536 2462/131072 ( 1.9%)
areas 3/256 24/2048 ( 1.2%)
surfedges 12702/512000 50808/2048000 ( 2.5%)
edges 7337/256000 29348/1024000 ( 2.9%)
LDR worldlights 14/8192 1232/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 81/32768 810/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1188/65536 2376/131072 ( 1.8%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2247616/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 253051/16777216 ( 1.5%)
entdata [variable] 20220/393216 ( 5.1%)
LDR ambient table 2192/65536 8768/262144 ( 3.3%)
HDR ambient table 2192/65536 8768/262144 ( 3.3%)
LDR leaf ambient 3756/65536 105168/1835008 ( 5.7%)
HDR leaf ambient 2192/65536 61376/1835008 ( 3.3%)
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] 1/2086 ( 0.0%)
pakfile [variable] 166125/0 ( 0.0%)
physics [variable] 2259524/4194304 (53.9%)
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 5424
Writing c:\users\desiree\documents\tf2 maps\mapping\summer2016\beach4.bsp
10 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Desiree\Documents\Tf2 maps\Mapping\summer2016\beach4.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\beach4.bsp"


The water I had hidden and am still trying to figure which one to use so don't worry about that. Heavy bot just there to help for scaling since map is very new, the displacement one interlopers always says I have and says it can typically be ignored, it's never caused issues for me before.
 

CyanideNoodles

L2: Junior Member
Oct 1, 2012
89
8
It turns out it was like 4 props, I have no idea why they were causing this issue. Now I have this weird issue where map won't compile what I hide, I make sure to click something afterwards, like I always have..I donno very weird. See now with the only props that didn't make it go black, now it goes slightly a shade lighter when I taunt. Moving them didn't work. I have them slightly in the displacement sand so I assume that's the issue, but I don't understand why. I've always done this.

-edit- changing the sand texture fixed it. So weird.
 
Last edited:

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
Now I have this weird issue where map won't compile what I hide
Thats not an issue, thats a feature! Its pretty useful if you don't want to compile with certain brushes or entities to test something, but you don't want to delete them because you might want them back. I don't do this often, so usually before I compile, I press "u", then make sure all of my vis groups are checked, save and compile.
 

CyanideNoodles

L2: Junior Member
Oct 1, 2012
89
8
Thats not an issue, thats a feature! Its pretty useful if you don't want to compile with certain brushes or entities to test something, but you don't want to delete them because you might want them back. I don't do this often, so usually before I compile, I press "u", then make sure all of my vis groups are checked, save and compile.
oh no you have it confused! See I hide a tree, then compile..and when I go to check the map the tree is still there. It's not hiding it at all! It does show changes if i delete or visgroup but not if i hide anything. It's weird too because I ALWAYS hide stuff in my maps because it makes it so easy to test things.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
oh no you have it confused! See I hide a tree, then compile..and when I go to check the map the tree is still there. It's not hiding it at all! It does show changes if i delete or visgroup but not if i hide anything. It's weird too because I ALWAYS hide stuff in my maps because it makes it so easy to test things.
In that case your map is most likely not even compiling and you're just presented with the old version.

Also: "the displacement one interlopers always says I have and says it can typically be ignored": what Interlopers also says is this:
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.

What you see on your map are these lighting errors, so I would definitely not ignore it.
 

CyanideNoodles

L2: Junior Member
Oct 1, 2012
89
8
The lighting errors it speaks of are on those displacements itself. I know what it's talking about it and is only noticeable to displacements that are in each other a lot because I had to connect them. This is entirely different type of lighting error. As I said before, it was the texture causing the issue.


And I also stated this as well, it's not that the map isn't going to a new version, it does. I already checked for this. It just would not show anything I hid as if it was never hidden to begin with. Any OTHER changes would show,
 

Joshenkstone

L5: Dapper Member
Oct 24, 2015
208
184
Then i asume displacements shouldn't go trough each other.
You should just use the sew option.
I hope this fixes your problem. :)
 

CyanideNoodles

L2: Junior Member
Oct 1, 2012
89
8
Then i assume displacements shouldn't go trough each other.
You should just use the sew option.
I hope this fixes your problem. :)

For some reason sewing never works for me. It does nothing when I try :\ But like I said, displacements weren't the issue. It was the texture ON them.
 

DrLambda

L69: Teeheehee, Member
aa
Feb 18, 2015
458
475
For two displacements to sew seamlessly, they have either to:
1. Share an edge that you want to sew (like, both corners of the sides have to be on the exact same spot on the grid)
2. It's also possible to sew if the side of one brush is half as long as the other one and one corner is touching.

Basically, you should read this section carefully: https://developer.valvesoftware.com/wiki/Displacement#Sewing_displacements