Displacement checkerboard problem

Discussion in 'Mapping Questions & Discussion' started by poopster101, Feb 1, 2008.

  1. poopster101

    poopster101 L4: Comfortable Member

    Messages:
    155
    Positive Ratings:
    5
    i added soem basic lighting to my map but when i run it, i get this strange checkerboard on my displacement. i have already added cubemaps so i dont think thats the problem
    is it the certain blend texture that is causing the problem
    here is a picture
    [​IMG]
     
  2. trackhed

    trackhed L3: Member

    Messages:
    106
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    2
    log of compile?
     
  3. poopster101

    poopster101 L4: Comfortable Member

    Messages:
    155
    Positive Ratings:
    5
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\rmoney101\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\rmoney101\team fortress 2\tf" "C:\Program Files\Steam\steamapps\rmoney101\Untitled"

    Valve Software - vbsp.exe (Sep 21 2007)
    2 threads
    materialPath: c:\program files\steam\steamapps\rmoney101\team fortress 2\tf\materials
    Loading C:\Program Files\Steam\steamapps\rmoney101\Untitled.vmf
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Processing areas...done (0)
    Building Faces...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files\Steam\steamapps\rmoney101\Untitled.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_hydro_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_hydro_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...
    done (0) (8446 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 64 texinfos to 40
    Reduced 13 texdatas to 11 (389 bytes to 303)
    Writing C:\Program Files\Steam\steamapps\rmoney101\Untitled.bsp
    1 second elapsed

    ** Executing...
    ** Command: "c:\program files\steam\steamapps\rmoney101\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\rmoney101\team fortress 2\tf" "C:\Program Files\Steam\steamapps\rmoney101\Untitled"

    Valve Software - vvis.exe (Nov 8 2007)
    2 threads
    reading c:\program files\steam\steamapps\rmoney101\Untitled.bsp
    reading c:\program files\steam\steamapps\rmoney101\Untitled.prt
    121 portalclusters
    337 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 1 visible clusters (0.00%)
    Total clusters visible: 8858
    Average clusters visible: 73
    Building PAS...
    Average clusters audible: 120
    visdatasize:4858 compressed from 3872
    writing c:\program files\steam\steamapps\rmoney101\Untitled.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: "c:\program files\steam\steamapps\rmoney101\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\rmoney101\team fortress 2\tf" "C:\Program Files\Steam\steamapps\rmoney101\Untitled"

    Valve Software - vrad.exe SSE (Nov 8 2007)

    Valve Radiosity Simulator
    2 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']

    Loading c:\program files\steam\steamapps\rmoney101\Untitled.bsp
    Setting up ray-trace acceleration structure... Done (0.79 seconds)
    521 faces
    658481 square feet [94821384.00 square inches]
    48 Displacements
    118507 Square Feet [17065086.00 Square Inches]
    521 patches before subdivision
    31885 patches after subdivision
    0 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
    transfers 904236, max 290
    transfer lists: 6.9 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0526 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
    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 1/1024 48/49152 ( 0.1%)
    brushes 22/8192 264/98304 ( 0.3%)
    brushsides 132/65536 1056/524288 ( 0.2%)
    planes 182/65536 3640/1310720 ( 0.3%)
    vertexes 652/65536 7824/786432 ( 1.0%)
    nodes 269/65536 8608/2097152 ( 0.4%)
    texinfos 40/12288 2880/884736 ( 0.3%)
    texdata 11/2048 352/65536 ( 0.5%)
    dispinfos 48/0 8448/0 ( 0.0%)
    disp_verts 6384/0 127680/0 ( 0.0%)
    disp_tris 10752/0 21504/0 ( 0.0%)
    disp_lmsamples 357253/0 357253/0 ( 0.0%)
    faces 521/65536 29176/3670016 ( 0.8%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 107/65536 5992/3670016 ( 0.2%)
    leaves 271/65536 8672/2097152 ( 0.4%)
    leaffaces 532/65536 1064/131072 ( 0.8%)
    leafbrushes 157/65536 314/131072 ( 0.2%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 2644/512000 10576/2048000 ( 0.5%)
    edges 1400/256000 5600/1024000 ( 0.5%)
    LDR worldlights 0/8192 0/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 1/32768 12/393216 ( 0.0%)
    waterstrips 7/32768 70/327680 ( 0.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 105/65536 210/131072 ( 0.2%)
    cubemapsamples 6/1024 96/16384 ( 0.6%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 1996172/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 4858/16777216 ( 0.0%)
    entdata [variable] 828/393216 ( 0.2%)
    LDR ambient table 271/65536 1084/262144 ( 0.4%)
    HDR ambient table 271/65536 1084/262144 ( 0.4%)
    LDR leaf ambient 121/65536 3388/1835008 ( 0.2%)
    HDR leaf ambient 271/65536 7588/1835008 ( 0.4%)
    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] 1/272 ( 0.4%)
    pakfile [variable] 740023/0 ( 0.0%)
    physics [variable] 8446/4194304 ( 0.2%)
    physics terrain [variable] 5700/1048576 ( 0.5%)

    Level flags = 0

    Total triangle count: 1174
    Writing c:\program files\steam\steamapps\rmoney101\Untitled.bsp
    11 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files\Steam\steamapps\rmoney101\Untitled.bsp" "c:\program files\steam\steamapps\rmoney101\team fortress 2\tf\maps\Untitled.bsp"
     
  4. trackhed

    trackhed L3: Member

    Messages:
    106
    Positive Ratings:
    2
    dont see anything wrong in there, is there a solid underneath the displacement?
     
  5. Narkissus

    Narkissus L5: Dapper Member

    Messages:
    228
    Positive Ratings:
    9
    I believe that its the texture that is causing that,
    somone said in other threads about how it doesnt have normal mapping on it or something and you have to choose another texture.
     
  6. Milktoast

    Milktoast L1: Registered

    Messages:
    26
    Positive Ratings:
    0
    I think you're using a texture intended for models. Find the equivalent brush texture.
     
  7. Scotland Tom

    Scotland Tom L6: Sharp Member

    Messages:
    332
    Positive Ratings:
    64
    Narkissus is right. The texture you've tried to use on your displacement does not have a normal map. I've found this issue with a few of the blended textures I've tried to use on displacements. Unfortunately there isn't a good list out there that shows which textures work and which don't. It's kind of trial and error until you get it right.

    I can tell you that blendrockground004, 005, and 006 all work. Beyond that you'll just have to figure it out on your own.
     
    • Thanks Thanks x 1
  8. poopster101

    poopster101 L4: Comfortable Member

    Messages:
    155
    Positive Ratings:
    5
    thank you all
    i changed the texture and all works fine
    sweet
    now i can get back to work lighting