Can't compile a map into .bsp

DJTHED

L1: Registered
Aug 24, 2011
9
0
I have been searching around for some solutions, but so far I can't find anything that fixes the issue.

Code:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\djthed\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\djthed\team fortress 2\tf" "c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo"

Valve Software - vbsp.exe (Jul  7 2010)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\djthed\team fortress 2\tf\materials
Loading c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.vmf
Error: displacement found on a(n) func_detail entity - not supported (entity 47, brush 0)


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\djthed\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\djthed\team fortress 2\tf" "c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo"

Valve Software - vvis.exe (Jul  7 2010)
4 threads
reading c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.bsp
reading c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.prt


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\djthed\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\djthed\team fortress 2\tf" "c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo"

Valve Software - vrad.exe SSE (Jul  7 2010)

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

Loading c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.23 seconds)
1638 faces
2 degenerate faces
1809499 square feet [260567920.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.087156
12 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (7)
Build Patch/Sample Hash Table(s).....Done<0.0830 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 (2)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   5/1024          240/49152    ( 0.5%) 
brushes                 22/8192          264/98304    ( 0.3%) 
brushsides             132/65536        1056/524288   ( 0.2%) 
planes                 140/65536        2800/1310720  ( 0.2%) 
vertexes              1811/65536       21732/786432   ( 2.8%) 
nodes                  437/65536       13984/2097152  ( 0.7%) 
texinfos                32/12288        2304/884736   ( 0.3%) 
texdata                  9/2048          288/65536    ( 0.4%) 
dispinfos                0/0               0/0        ( 0.0%) 
disp_verts               0/0               0/0        ( 0.0%) 
disp_tris                0/0               0/0        ( 0.0%) 
disp_lmsamples           0/0               0/0        ( 0.0%) 
faces                 1638/65536       91728/3670016  ( 2.5%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces               89/65536        4984/3670016  ( 0.1%) 
leaves                 443/65536       14176/2097152  ( 0.7%) 
leaffaces             2089/65536        4178/131072   ( 3.2%) 
leafbrushes            207/65536         414/131072   ( 0.3%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             7456/512000      29824/2048000  ( 1.5%) 
edges                 3784/256000      15136/1024000  ( 1.5%) 
LDR worldlights         12/8192         1056/720896   ( 0.1%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips             36/32768         360/327680   ( 0.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           855/65536        1710/131072   ( 1.3%) 
cubemapsamples           1/1024           16/16384    ( 0.1%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]    12535852/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]        8467/393216   ( 2.2%) 
LDR ambient table      443/65536        1772/262144   ( 0.7%) 
HDR ambient table      443/65536        1772/262144   ( 0.7%) 
LDR leaf ambient      3000/65536       84000/1835008  ( 4.6%) 
HDR leaf ambient       443/65536       12404/1835008  ( 0.7%) 
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]           1/2228     ( 0.0%) 
pakfile               [variable]      211562/0        ( 0.0%) 
physics               [variable]        8774/4194304  ( 0.2%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 3824
Writing c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.bsp
11 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\program files (x86)\steam\steamapps\djthed\sourcesdk_content\tf\mapsrc\boo.bsp" "c:\program files (x86)\steam\steamapps\djthed\team fortress 2\tf\maps\boo.bsp"


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\djthed\team fortress 2\hl2.exe"
** Parameters: -dev -console -allowdebug -game "c:\program files (x86)\steam\steamapps\djthed\team fortress 2\tf" +map "boo"

When I run the map in TF2, it won't play the updated version of the map.
 

Harry

L1: Registered
Aug 24, 2011
20
2
Whenever I get this issue, I rename the map and try and compile it. if that doesn't work then it's an actual problem with the Map.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Like line 5 or whatever

Error: displacement found on a(n) func_detail entity - not supported (entity 47, brush 0)

This is a fatal error and you need to fix it
 

Harry

L1: Registered
Aug 24, 2011
20
2
Like line 5 or whatever

Error: displacement found on a(n) func_detail entity - not supported (entity 47, brush 0)

This is a fatal error and you need to fix it

..Or that. So, I'm guessing what that means is you've made a Displacement and then turned it into a Func_detail? I think you have to make displacements into Func_Brushes.
 

tyler

aa
Sep 11, 2013
5,102
4,621
You don't do anything with displacements. You leave them as world brushes. VVIS doesn't cut along them.
 

Harry

L1: Registered
Aug 24, 2011
20
2
You don't do anything with displacements. You leave them as world brushes. VVIS doesn't cut along them.

Ahh. I normaly turn mine into func_Brushes and I've never had any problems. Maybe I'm an idiot.
 

DJTHED

L1: Registered
Aug 24, 2011
9
0
Right.. Well I am new at using the Hammer editor, So how would i be able to fix the error?
 

tyler

aa
Sep 11, 2013
5,102
4,621
No, just turn it into a world brush. There should be a button in the top right that says "ToWorld" and another that says "ToEntity". Find the brush that is the problem and turn it into a world brush.

There's a shortcut for this--I think it's Ctrl+Shift+W--but it's very similar to the one that disables snap to grid.
 

Harry

L1: Registered
Aug 24, 2011
20
2
No, just turn it into a world brush. There should be a button in the top right that says "ToWorld" and another that says "ToEntity". Find the brush that is the problem and turn it into a world brush.

There's a shortcut for this--I think it's Ctrl+Shift+W--but it's very similar to the one that disables snap to grid.

Protip. This guy is alot smarter than me.