Can't see changes!

Discussion in 'Mapping Questions & Discussion' started by Jnaejnae, Sep 21, 2016.

  1. Jnaejnae

    Jnaejnae L2: Junior Member

    Messages:
    51
    Positive Ratings:
    4
    My map in hammer is saving my changes, but when I try to test it in game, it runs an older version of the map. I remember accidentally pressing CONVERT WAD TO VMT before this problem started to occur, now it seems no matter how I save the map or what changes I make to it, I keep testing the old same version. Can someone help me fix this? Im not sure if this is a common problem or not, couldnt find anything about the issue though.
     
  2. zahndah

    aa zahndah professional letter

    Messages:
    718
    Positive Ratings:
    627
    Likely you have a fatal vbsp error.Please post your compile log here so we can tell if it is and what it is.
     
  3. Jnaejnae

    Jnaejnae L2: Junior Member

    Messages:
    51
    Positive Ratings:
    4
    * Executing...
    ** Command: "F:\SteamLibrary\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "F:\SteamLibrary\SteamApps\common\Team Fortress 2\tf" "F:\SteamLibrary\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_beachfront.vmf"

    Valve Software - vbsp.exe (Sep 19 2016)
    4 threads
    materialPath: F:\SteamLibrary\SteamApps\common\Team Fortress 2\tf\materials
    Loading F:\SteamLibrary\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_beachfront.vmf
    Error: displacement found on a(n) func_detail entity - not supported (entity 155, brush 0)


    ** Executing...
    ** Command: "F:\SteamLibrary\SteamApps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "F:\SteamLibrary\SteamApps\common\Team Fortress 2\tf" -fast "F:\SteamLibrary\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_beachfront"

    Valve Software - vvis.exe (Sep 19 2016)
    fastvis = true
    4 threads
    reading f:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_beachfront.bsp
    reading f:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_beachfront.prt
    LoadPortals: couldn't read f:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_beachfront.prt


    ** Executing...
    ** Command: "F:\SteamLibrary\SteamApps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -both -game "F:\SteamLibrary\SteamApps\common\Team Fortress 2\tf" -noextra "F:\SteamLibrary\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_beachfront"

    Valve Software - vrad.exe SSE (Sep 19 2016)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights

    [56 texlights parsed from 'lights.rad']

    Loading f:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_beachfront.bsp
    Setting up ray-trace acceleration structure... Done (0.47 seconds)
    2114 faces
    2372049 square feet [341575040.00 square inches]
    7 Displacements
    85066 Square Feet [12249504.00 Square Inches]
    2114 patches before subdivision
    67310 patches after subdivision
    sun extent from map=0.017452
    17 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (5)
    transfers 4174034, max 623
    transfer lists: 31.8 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(483410, 379951, 409231)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(75223, 57107, 59403)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(14148, 10212, 10256)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(2807, 1965, 1951)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(595, 403, 398)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(132, 86, 85)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(31, 19, 19)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(7, 4, 4)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(2, 1, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0182 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
    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 (3)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 5/1024 240/49152 ( 0.5%)
    brushes 220/8192 2640/98304 ( 2.7%)
    brushsides 1462/65536 11696/524288 ( 2.2%)
    planes 1398/65536 27960/1310720 ( 2.1%)
    vertexes 3362/65536 40344/786432 ( 5.1%)
    nodes 1248/65536 39936/2097152 ( 1.9%)
    texinfos 469/12288 33768/884736 ( 3.8%)
    texdata 19/2048 608/65536 ( 0.9%)
    dispinfos 7/0 1232/0 ( 0.0%)
    disp_verts 567/0 11340/0 ( 0.0%)
    disp_tris 896/0 1792/0 ( 0.0%)
    disp_lmsamples 103272/0 103272/0 ( 0.0%)
    faces 2114/65536 118384/3670016 ( 3.2%)
    hdr faces 2114/65536 118384/3670016 ( 3.2%)
    origfaces 923/65536 51688/3670016 ( 1.4%)
    leaves 1254/65536 40128/2097152 ( 1.9%)
    leaffaces 3005/65536 6010/131072 ( 4.6%)
    leafbrushes 1177/65536 2354/131072 ( 1.8%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 13616/512000 54464/2048000 ( 2.7%)
    edges 7558/256000 30232/1024000 ( 3.0%)
    LDR worldlights 17/8192 1496/720896 ( 0.2%)
    HDR worldlights 17/8192 1496/720896 ( 0.2%)
    leafwaterdata 2/32768 24/393216 ( 0.0%)
    waterstrips 201/32768 2010/327680 ( 0.6%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 3108/65536 6216/131072 ( 4.7%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 2730364/0 ( 0.0%)
    HDR lightdata [variable] 2730364/0 ( 0.0%)
    visdata [variable] 122459/16777216 ( 0.7%)
    entdata [variable] 12538/393216 ( 3.2%)
    LDR ambient table 1254/65536 5016/262144 ( 1.9%)
    HDR ambient table 1254/65536 5016/262144 ( 1.9%)
    LDR leaf ambient 8165/65536 228620/1835008 (12.5%)
    HDR leaf ambient 8166/65536 228648/1835008 (12.5%)
    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] 1/10456 ( 0.0%)
    pakfile [variable] 999/0 ( 0.0%)
    physics [variable] 83614/4194304 ( 2.0%)
    physics terrain [variable] 541/1048576 ( 0.1%)

    Level flags = 0

    Total triangle count: 5696
    Writing f:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_beachfront.bsp
    12 seconds elapsed
    Valve Software - vrad.exe SSE (Sep 19 2016)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights

    [56 texlights parsed from 'lights.rad']

    Loading f:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_beachfront.bsp
    Setting up ray-trace acceleration structure... Done (0.49 seconds)
    2114 faces
    2372049 square feet [341575040.00 square inches]
    7 Displacements
    85066 Square Feet [12249504.00 Square Inches]
    2114 patches before subdivision
    67310 patches after subdivision
    sun extent from map=0.017452
    17 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (4)
    transfers 4174034, max 623
    transfer lists: 31.8 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(475465, 375035, 408375)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(73211, 55863, 59187)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(13622, 9886, 10199)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(2665, 1877, 1935)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(556, 379, 394)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(122, 80, 84)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(28, 18, 19)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(7, 4, 4)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(2, 1, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0191 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
    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 220/8192 2640/98304 ( 2.7%)
    brushsides 1462/65536 11696/524288 ( 2.2%)
    planes 1398/65536 27960/1310720 ( 2.1%)
    vertexes 3362/65536 40344/786432 ( 5.1%)
    nodes 1248/65536 39936/2097152 ( 1.9%)
    texinfos 469/12288 33768/884736 ( 3.8%)
    texdata 19/2048 608/65536 ( 0.9%)
    dispinfos 7/0 1232/0 ( 0.0%)
    disp_verts 567/0 11340/0 ( 0.0%)
    disp_tris 896/0 1792/0 ( 0.0%)
    disp_lmsamples 103272/0 103272/0 ( 0.0%)
    faces 2114/65536 118384/3670016 ( 3.2%)
    hdr faces 2114/65536 118384/3670016 ( 3.2%)
    origfaces 923/65536 51688/3670016 ( 1.4%)
    leaves 1254/65536 40128/2097152 ( 1.9%)
    leaffaces 3005/65536 6010/131072 ( 4.6%)
    leafbrushes 1177/65536 2354/131072 ( 1.8%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 13616/512000 54464/2048000 ( 2.7%)
    edges 7558/256000 30232/1024000 ( 3.0%)
    LDR worldlights 17/8192 1496/720896 ( 0.2%)
    HDR worldlights 17/8192 1496/720896 ( 0.2%)
    leafwaterdata 2/32768 24/393216 ( 0.0%)
    waterstrips 201/32768 2010/327680 ( 0.6%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 3108/65536 6216/131072 ( 4.7%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 2730364/0 ( 0.0%)
    HDR lightdata [variable] 2730364/0 ( 0.0%)
    visdata [variable] 122459/16777216 ( 0.7%)
    entdata [variable] 12538/393216 ( 3.2%)
    LDR ambient table 1254/65536 5016/262144 ( 1.9%)
    HDR ambient table 1254/65536 5016/262144 ( 1.9%)
    LDR leaf ambient 8165/65536 228620/1835008 (12.5%)
    HDR leaf ambient 8166/65536 228648/1835008 (12.5%)
    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] 1/10456 ( 0.0%)
    pakfile [variable] 999/0 ( 0.0%)
    physics [variable] 83614/4194304 ( 2.0%)
    physics terrain [variable] 541/1048576 ( 0.1%)

    Level flags = 0

    Total triangle count: 5696
    Writing f:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_beachfront.bsp
    12 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "F:\SteamLibrary\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_beachfront.bsp" "F:\SteamLibrary\SteamApps\common\Team Fortress 2\tf\maps\koth_beachfront.bsp"
     
  4. Necrσ

    aa Necrσ

    Messages:
    201
    Positive Ratings:
    465
    looks like you have func_detailed a displacement, just use the find entity tool to locate the problem and remove the displacement from the func_detail
     
    • Agree Agree x 1
  5. Jnaejnae

    Jnaejnae L2: Junior Member

    Messages:
    51
    Positive Ratings:
    4
    Aw thanks. I started on one displacement, I didnt like it anyways so I just deleted it, saved, and now its working.