Can't Compile Displacement Physics

VenomousViperKin

L1: Registered
Apr 22, 2023
30
1
Capture.PNG
There are three blocks in my map that I used the displacement tool on to make terrain. When I try to run the map (VIS and RAD off) it does not finish compiling and cannot run. If I remove the blocks it's referring to, it runs normally but there is no terrain to stand on. From reading online, I believe the problem might be occurring because the objects are too large but I don't know how to fix that and I don't want to start over because it took me a while to get the terrain the way I like it.
Code:
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Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin"
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Running command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe" -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_traffick.vmf"
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Valve Software - vbsp.exe (Jan  4 2023)
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_traffick.vmf
Patching WVT material: maps/pl_traffick/egypt/sky_sand_waves_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)
**** leaked ****
Entity trigger_hurt (-15.20 1794.93 -70.28) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 1032.0 -168.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 1032.0 176.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 1544.0 168.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 1536.0 520.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2560.0 2048.0 176.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0 1536.0 176.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 984.0 -168.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (2048.0 984.0 160.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
Displacement 9 has bad geometry near -4096.00 4096.00 783.86
Can't compile displacement physics, exiting.  Texture is EGYPT/SKY_SAND_WAVES_01

Finished. Press a key to close.
 

Attachments

  • pl_traffick.vmf
    255.5 KB · Views: 51

spruce

L3: Member
Aug 14, 2022
137
34
Displacement 9 has bad geometry near -4096.00 4096.00 783.86
This is why, the displacement most likely has a weird bump in those coordinates
also if you fix the geometry and
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (NUM, NUM, NUM)
keeps showing up there's a leak or random brush out of bounds, but as the compile log says
**** leaked ****
Entity trigger_hurt (-15.20 1794.93 -70.28) leaked!
It's probably just a regular leak and if you patch it up the portalside error should vanish

Edit: and another thing, if you use displacement power 4, Don't, it's not good for TF2
 

VenomousViperKin

L1: Registered
Apr 22, 2023
30
1
This is why, the displacement most likely has a weird bump in those coordinates
also if you fix the geometry and

keeps showing up there's a leak or random brush out of bounds, but as the compile log says

It's probably just a regular leak and if you patch it up the portalside error should vanish

Edit: and another thing, if you use displacement power 4, Don't, it's not good for TF2
Thanks, I will try that. However I don’t know how to find exact coordinates in Hammer. How do I do that?
I know for a fact there’s a leak because my map currently doesn’t have walls. I had a version of the map with walls and it still wouldn’t load.
Finally, I don’t know if I used power four but I don’t think I did. Is there a way to check?
I will let you know if your solutions worked. You’re a blessing to the TF2 community.
 

Brokkhouse

I'm sorry Mario, your logic is in another instance
Server Staff
Oct 9, 2021
238
166
Thanks, I will try that. However I don’t know how to find exact coordinates in Hammer. How do I do that?
I know for a fact there’s a leak because my map currently doesn’t have walls. I had a version of the map with walls and it still wouldn’t load.
Finally, I don’t know if I used power four but I don’t think I did. Is there a way to check?
I will let you know if your solutions worked. You’re a blessing to the TF2 community.
You can enter the coordinates in the View menu. I'd also suggest that you cut these brushes into smaller pieces and make displacements out of those surfaces. Makes for a smoother experience in game and gives you more control over the shapes you want to create. Displacements, if used correctly, are very cheap for the engine, so you don't need to be afraid to use a lot of them.
 

VenomousViperKin

L1: Registered
Apr 22, 2023
30
1
You can enter the coordinates in the View menu. I'd also suggest that you cut these brushes into smaller pieces and make displacements out of those surfaces. Makes for a smoother experience in game and gives you more control over the shapes you want to create. Displacements, if used correctly, are very cheap for the engine, so you don't need to be afraid to use a lot of them.
If I cut the brushes after making the displacements does it have the same effect or do I have to cut them before making the displacements? The reason I just use really big brushes is because I don’t know how to sew two brushes together to make them look seemless.
 

spruce

L3: Member
Aug 14, 2022
137
34
If I cut the brushes after making the displacements does it have the same effect or do I have to cut them before making the displacements?
I'm not sure if doing one of them first changes anything, I personally make the displacements then cut when It's necessary
The reason I just use really big brushes is because I don’t know how to sew two brushes together to make them look seemless.
Select :faceedittool: Face edit tool

Click on two displacement faces on the same plane then click "Sew"

If their mask/markings line up they should sew with no issue, if they do not line up you should use the cut tool to make it line up or alternatively resize the displacement



On an unrelated note, I think the displacement you showed in the screenshot can have a few faces removed, I did not open the VMF so I'm not sure if that's the case, but if it is:
When creating a displacement you should select the :faceedittool: Face tool, select the faces of a brush you want to turn into a displacement then turn those faces into displacements
- however If you select a brush then open the Face tool andturn it into a displacement it turns ALL faces into displacements, which is often unnecessary and might even create clipping/collision issues down the line or cause errors like the one you got over invalid geometry

You can also delete individual displacement faces by selecting them with the Face tool then "Destroy"ing them, if you destroy all faces it turns back into a regular brush


One last thing, don't turn displacements into entities (i;e func_detail) or else hammer won't compile the map, it might not happen to you but it did happen to me
 

VenomousViperKin

L1: Registered
Apr 22, 2023
30
1
This is why, the displacement most likely has a weird bump in those coordinates
also if you fix the geometry and

keeps showing up there's a leak or random brush out of bounds, but as the compile log says

It's probably just a regular leak and if you patch it up the portalside error should vanish

Edit: and another thing, if you use displacement power 4, Don't, it's not good for TF2
I found the spot that was causing the problem. It was one of the corners, I just cut it out and it works now. I still can't load the map because I haven't put sky box brushes around the map but I'm no longer getting that error. Thank you.