compilation stops at Finding displacement neighbors ...

FamyCHoff

L1: Registered
Oct 20, 2021
12
0
Hello, I decided to compile the map. As a result, the map does not compile to the end and stops at Finding displacement neighbors ... I manually removed all the displacements - there was also a problem, but if I turn off the displacement group in the visgroup, then it compiles normally. I want to say in advance that there are a lot of offsets on the map - and I don't want to redo them from scratch, and I'm looking for solutions. On the forums, the problem is the same as mine, I have not met. I would be very grateful if you help. I attach the compilation log below.
Code:
materialPath: D:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2\materials
Loading D:\Program Files (x86)\Steam\steamapps\sourcemods\Undeground Capture\maps\start_uc.vmf
Could not locate 'GameData' key in d:\program files (x86)\steam\steamapps\common\source sdk base 2013 singleplayer\ep2\gameinfo.txt
Patching WVT material: maps/start_uc/nature/red_grass_wvt_patch
Patching WVT material: maps/start_uc/nature/blendgrassdirt01_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 236 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Program Files (x86)\Steam\steamapps\sourcemods\Undeground Capture\maps\start_uc.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day02_05*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day02_05*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
 

FamyCHoff

L1: Registered
Oct 20, 2021
12
0
If it's breaking with displacements you might have to manually hide one displacement at a time and compile each time till you find which one is the bad one.
As I said in the question, I already did this, basically manually removing all offsets in the totals and there was also a problem, unless you turned off the offset group itself. It happened 2-3 times when I found a problematic disp, but as I included others, it stopped compiling.
 

FamyCHoff

L1: Registered
Oct 20, 2021
12
0
If you've used power 1 it'll stop the compile as it is an invalid value for displacements

The only ones you can use are 2, 3, and 4
Yes, I checked it and it turned out that way. Thanks a lot, finally solved this damn problem