Cant complile my map in updating

Hank hill

L1: Registered
Jul 18, 2018
6
1
Every time I change it and run it, the map never updates nor changes. Any help?


** Executing...
** Command: "D:\movie\SteamLibrary\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\movie\SteamLibrary\steamapps\common\Team Fortress 2\tf" "D:\movie\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_outpost.vmf"
Valve Software - vbsp.exe (Jun 21 2018)
8 threads
materialPath: D:\movie\SteamLibrary\steamapps\common\Team Fortress 2\tf\materials
Loading D:\movie\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_outpost.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Error: displacement found on a(n) func_detail entity - not supported (entity 40, brush 0)

** Executing...
** Command: "D:\movie\SteamLibrary\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\movie\SteamLibrary\steamapps\common\Team Fortress 2\tf" -fast "D:\movie\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_outpost"
Valve Software - vvis.exe (Jun 21 2018)
fastvis = true
8 threads
reading d:\movie\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_outpost.bsp
reading d:\movie\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_outpost.prt
LoadPortals: couldn't read d:\movie\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_outpost.prt

** Executing...
** Command: "D:\movie\SteamLibrary\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\movie\SteamLibrary\steamapps\common\Team Fortress 2\tf" -noextra "D:\movie\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_outpost"
Valve Software - vrad.exe SSE (Jun 21 2018)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading d:\movie\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_outpost.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.06 seconds)
2109 faces
841693 square feet [121203856.00 square inches]
1 Displacements
1785 Square Feet [257147.91 Square Inches]
sun extent from map=0.000000
sun extent from map=0.008727
13 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0074 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 (2)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 10/1024 480/49152 ( 1.0%)
brushes 114/8192 1368/98304 ( 1.4%)
brushsides 830/65536 6640/524288 ( 1.3%)
planes 1110/65536 22200/1310720 ( 1.7%)
vertexes 3185/65536 38220/786432 ( 4.9%)
nodes 1386/65536 44352/2097152 ( 2.1%)
texinfos 200/12288 14400/884736 ( 1.6%)
texdata 10/2048 320/65536 ( 0.5%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 289/0 5780/0 ( 0.0%)
disp_tris 512/0 1024/0 ( 0.0%)
disp_lmsamples 4884/0 4884/0 ( 0.0%)
faces 2109/65536 118104/3670016 ( 3.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 565/65536 31640/3670016 ( 0.9%)
leaves 1397/65536 44704/2097152 ( 2.1%)
leaffaces 2445/65536 4890/131072 ( 3.7%)
leafbrushes 775/65536 1550/131072 ( 1.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 12532/512000 50128/2048000 ( 2.4%)
edges 6456/256000 25824/1024000 ( 2.5%)
LDR worldlights 12/8192 1056/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 200/32768 2000/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3252/65536 6504/131072 ( 5.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1044744/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 12340/393216 ( 3.1%)
LDR ambient table 1397/65536 5588/262144 ( 2.1%)
HDR ambient table 1397/65536 5588/262144 ( 2.1%)
LDR leaf ambient 6658/65536 186424/1835008 (10.2%)
HDR leaf ambient 1397/65536 39116/1835008 ( 2.1%)
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] 1/1304 ( 0.1%)
pakfile [variable] 436/0 ( 0.0%)
physics [variable] 103630/4194304 ( 2.5%)
physics terrain [variable] 0/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 6032
Writing d:\movie\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_outpost.bsp
3 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "D:\movie\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_outpost.bsp" "D:\movie\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps\koth_outpost.bsp"

** Executing...
** Command: "D:\movie\SteamLibrary\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "D:\movie\SteamLibrary\steamapps\common\Team Fortress 2\tf" -windowed -noborder -w 1920 -h 1080 -novid +map "koth_outpost" -steam
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,300
974
Could this be your issue?:
Error: displacement found on a(n) func_detail entity - not supported (entity 40, brush 0)
 

Hank hill

L1: Registered
Jul 18, 2018
6
1
Maybe but how would I find it and fix it? This is my first map currently and first time to hammer so I'm new.
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,300
974
To the right of your displays (by default), in the VisGroups box, make sure everything is unchecked aside from 'displacements'. Make sure that nothing is left checked aside from displacements, or you could mess up some things. Then, select all of them (everything else shouldn't be shown at this point) and click 'To World'. This should make sure none are entities. Then, just enable everything else back from the VisGroups box.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Entity displacements don't get put into Hammer's displacement visgroup, AFAIK. You'll need to just fly to every known displacement in the map and make sure they're all world brushes (as in, not an entity). Displacements can't be made into entities, or it breaks the compile. Displacements already don't cut visleafs or block visibility, so there's no need to make them func_detail.
 

Hank hill

L1: Registered
Jul 18, 2018
6
1
Thank you men, I clicked my displacements to world and now it was fixed. A minor problem but gladly appriciated