Can't compile a map into .bsp

Discussion in 'Mapping Questions & Discussion' started by DJTHED, Aug 24, 2011.

  1. DJTHED

    DJTHED L1: Registered

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    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.
     
  2. Harry

    Harry L1: Registered

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    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.
     
  3. tyler

    aa tyler snail prince, master of a ruined tower

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    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
     
  4. Harry

    Harry L1: Registered

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    ..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.
     
  5. tyler

    aa tyler snail prince, master of a ruined tower

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    You don't do anything with displacements. You leave them as world brushes. VVIS doesn't cut along them.
     
  6. Harry

    Harry L1: Registered

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

    aa tyler snail prince, master of a ruined tower

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  8. Harry

    Harry L1: Registered

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    Hmm, I'll be sure to cut that out in teh future.
     
  9. DJTHED

    DJTHED L1: Registered

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    Right.. Well I am new at using the Hammer editor, So how would i be able to fix the error?
     
  10. Harry

    Harry L1: Registered

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    Find the Displacement map that is also a Func_detail, delete it and do it again.
     
  11. tyler

    aa tyler snail prince, master of a ruined tower

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    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.
     
  12. Harry

    Harry L1: Registered

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    Protip. This guy is alot smarter than me.
     
  13. DJTHED

    DJTHED L1: Registered

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    Ok thanks, that fixed it.