I've tried everything I can think of, but when I compile and run my map, it doesn't update to the version where I fixed a few errors, like clipping errors. I've moved the map away from 0, 0, and I selected everything and hit "U"(which makes everything visible) I also restarted hammer, which did nothing. Here's the compile window:
** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_basset_v1.vmf"
Valve Software - vbsp.exe (Mar 2 2016)
8 threads
materialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_basset_v1.vmf
Error: displacement found on a(n) func_detail entity - not supported (entity 37, brush 0)
** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_basset_v1"
Valve Software - vvis.exe (Mar 2 2016)
8 threads
reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_basset_v1.bsp
reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_basset_v1.prt
LoadPortals: couldn't read d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_basset_v1.prt
** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_basset_v1"
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 d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_basset_v1.bsp
Setting up ray-trace acceleration structure... Done (0.08 seconds)
476 faces
364898 square feet [52545372.00 square inches]
12 Displacements
24731 Square Feet [3561343.75 Square Inches]
476 patches before subdivision
15726 patches after subdivision
sun extent from map=0.087156
16 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 771628, max 317
transfer lists: 5.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(64346, 17457, 15698)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(11696, 758, 685)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(2492, 54, 50)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(555, 3, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(128, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(30, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(7, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0035 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 (1)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 9/1024 432/49152 ( 0.9%)
brushes 62/8192 744/98304 ( 0.8%)
brushsides 477/65536 3816/524288 ( 0.7%)
planes 460/65536 9200/1310720 ( 0.7%)
vertexes 778/65536 9336/786432 ( 1.2%)
nodes 302/65536 9664/2097152 ( 0.5%)
texinfos 58/12288 4176/884736 ( 0.5%)
texdata 8/2048 256/65536 ( 0.4%)
dispinfos 12/0 2112/0 ( 0.0%)
disp_verts 3468/0 69360/0 ( 0.0%)
disp_tris 6144/0 12288/0 ( 0.0%)
disp_lmsamples 70616/0 70616/0 ( 0.0%)
faces 476/65536 26656/3670016 ( 0.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 237/65536 13272/3670016 ( 0.4%)
leaves 312/65536 9984/2097152 ( 0.5%)
leaffaces 514/65536 1028/131072 ( 0.8%)
leafbrushes 160/65536 320/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 3239/512000 12956/2048000 ( 0.6%)
edges 1754/256000 7016/1024000 ( 0.7%)
LDR worldlights 16/8192 1408/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 67/32768 670/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 903/65536 1806/131072 ( 1.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 569824/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 3935/16777216 ( 0.0%)
entdata [variable] 9099/393216 ( 2.3%)
LDR ambient table 312/65536 1248/262144 ( 0.5%)
HDR ambient table 312/65536 1248/262144 ( 0.5%)
LDR leaf ambient 1422/65536 39816/1835008 ( 2.2%)
HDR leaf ambient 312/65536 8736/1835008 ( 0.5%)
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] 1/364 ( 0.3%)
pakfile [variable] 54/0 ( 0.0%)
physics [variable] 713617/4194304 (17.0%)
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 1318
Writing d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_basset_v1.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
2 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_basset_v1.bsp" "D:\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_basset_v1.bsp"
** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" +sv_lan 1 +map "cp_basset_v1" -steam
** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_basset_v1.vmf"
Valve Software - vbsp.exe (Mar 2 2016)
8 threads
materialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_basset_v1.vmf
Error: displacement found on a(n) func_detail entity - not supported (entity 37, brush 0)
** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_basset_v1"
Valve Software - vvis.exe (Mar 2 2016)
8 threads
reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_basset_v1.bsp
reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_basset_v1.prt
LoadPortals: couldn't read d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_basset_v1.prt
** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_basset_v1"
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 d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_basset_v1.bsp
Setting up ray-trace acceleration structure... Done (0.08 seconds)
476 faces
364898 square feet [52545372.00 square inches]
12 Displacements
24731 Square Feet [3561343.75 Square Inches]
476 patches before subdivision
15726 patches after subdivision
sun extent from map=0.087156
16 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 771628, max 317
transfer lists: 5.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(64346, 17457, 15698)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(11696, 758, 685)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(2492, 54, 50)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(555, 3, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(128, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(30, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(7, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0035 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 (1)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 9/1024 432/49152 ( 0.9%)
brushes 62/8192 744/98304 ( 0.8%)
brushsides 477/65536 3816/524288 ( 0.7%)
planes 460/65536 9200/1310720 ( 0.7%)
vertexes 778/65536 9336/786432 ( 1.2%)
nodes 302/65536 9664/2097152 ( 0.5%)
texinfos 58/12288 4176/884736 ( 0.5%)
texdata 8/2048 256/65536 ( 0.4%)
dispinfos 12/0 2112/0 ( 0.0%)
disp_verts 3468/0 69360/0 ( 0.0%)
disp_tris 6144/0 12288/0 ( 0.0%)
disp_lmsamples 70616/0 70616/0 ( 0.0%)
faces 476/65536 26656/3670016 ( 0.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 237/65536 13272/3670016 ( 0.4%)
leaves 312/65536 9984/2097152 ( 0.5%)
leaffaces 514/65536 1028/131072 ( 0.8%)
leafbrushes 160/65536 320/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 3239/512000 12956/2048000 ( 0.6%)
edges 1754/256000 7016/1024000 ( 0.7%)
LDR worldlights 16/8192 1408/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 67/32768 670/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 903/65536 1806/131072 ( 1.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 569824/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 3935/16777216 ( 0.0%)
entdata [variable] 9099/393216 ( 2.3%)
LDR ambient table 312/65536 1248/262144 ( 0.5%)
HDR ambient table 312/65536 1248/262144 ( 0.5%)
LDR leaf ambient 1422/65536 39816/1835008 ( 2.2%)
HDR leaf ambient 312/65536 8736/1835008 ( 0.5%)
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] 1/364 ( 0.3%)
pakfile [variable] 54/0 ( 0.0%)
physics [variable] 713617/4194304 (17.0%)
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 1318
Writing d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_basset_v1.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
2 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_basset_v1.bsp" "D:\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_basset_v1.bsp"
** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" +sv_lan 1 +map "cp_basset_v1" -steam