Displacement error

Discussion in 'Mapping Questions & Discussion' started by charrly, Dec 30, 2011.

  1. charrly

    charrly L1: Registered

    Messages:
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    Positive Ratings:
    1
    Hi,

    I've been looking for possible answers for my problem for the past 3 hours, still no results. It's related to the displacements:

    In Hammer I can change the textures of my displacements, but while running/testing the game there are NO differences, the displacements and their textures don't change anymore.

    This error first occured while editing the grass sprites.

    I'll paste the compile log below and the link where you can find the map file.


    Compile Log:


    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\charrly94\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\charrly94\team fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\charrly94\sourcesdk_content\tf\mapsrc\Oma_006_geo.vmf"

    Valve Software - vbsp.exe (Oct 25 2011)
    8 threads
    materialPath: c:\program files (x86)\steam\steamapps\charrly94\team fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\SteamApps\charrly94\sourcesdk_content\tf\mapsrc\Oma_006_geo.vmf
    Patching WVT material: maps/oma_006_geo/swamp/nature/blendswampmudtograss001_wvt_patch
    Patching WVT material: maps/oma_006_geo/nature/blendgroundtograss007_wvt_patch
    Patching WVT material: maps/oma_006_geo/nature/blendgroundtomud001_wvt_patch
    Patching WVT material: maps/oma_006_geo/cp_mountainlab/nature/groundtograss001_wvt_patch
    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)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 138 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing C:\Program Files (x86)\Steam\SteamApps\charrly94\sourcesdk_content\tf\mapsrc\Oma_006_geo.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_harvest_night_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_harvest_night_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_harvest_night_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_harvest_night_01 to build the default cubemap!
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (1) (206307 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9Error! Too many detail props emitted on this map! (64K max!)n

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\charrly94\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\charrly94\team fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\charrly94\sourcesdk_content\tf\mapsrc\Oma_006_geo"

    Valve Software - vvis.exe (Oct 25 2011)
    8 threads
    reading c:\program files (x86)\steam\steamapps\charrly94\sourcesdk_content\tf\mapsrc\Oma_006_geo.bsp
    reading c:\program files (x86)\steam\steamapps\charrly94\sourcesdk_content\tf\mapsrc\Oma_006_geo.prt
    715 portalclusters
    2157 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    PortalFlow: 0...1...2...
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\charrly94\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\charrly94\team fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\charrly94\sourcesdk_content\tf\mapsrc\Oma_006_geo"

    Valve Software - vrad.exe SSE (Oct 25 2011)

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

    Loading c:\program files (x86)\steam\steamapps\charrly94\sourcesdk_content\tf\mapsrc\Oma_006_geo.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (2.23 seconds)
    3735 faces
    2 degenerate faces
    1027088 square feet [147900768.00 square inches]
    538 Displacements
    532513 Square Feet [76681920.00 Square Inches]
    sun extent from map=0.000000
    38 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (6)
    Build Patch/Sample Hash Table(s).....Done<0.0206 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
    FinalLightFace Done
    Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (14)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 2/1024 96/49152 ( 0.2%)
    brushes 653/8192 7836/98304 ( 8.0%)
    brushsides 5166/65536 41328/524288 ( 7.9%)
    planes 3902/65536 78040/1310720 ( 6.0%)
    vertexes 5738/65536 68856/786432 ( 8.8%)
    nodes 4093/65536 130976/2097152 ( 6.2%)
    texinfos 1052/12288 75744/884736 ( 8.6%)
    texdata 65/2048 2080/65536 ( 3.2%)
    dispinfos 538/0 94688/0 ( 0.0%)
    disp_verts 40442/0 808840/0 ( 0.0%)
    disp_tris 63488/0 126976/0 ( 0.0%)
    disp_lmsamples 1131996/0 1131996/0 ( 0.0%)
    faces 3735/65536 209160/3670016 ( 5.7%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 2244/65536 125664/3670016 ( 3.4%)
    leaves 4096/65536 131072/2097152 ( 6.3%)
    leaffaces 5490/65536 10980/131072 ( 8.4%)
    leafbrushes 7444/65536 14888/131072 (11.4%)
    areas 14/256 112/2048 ( 5.5%)
    surfedges 26671/512000 106684/2048000 ( 5.2%)
    edges 16110/256000 64440/1024000 ( 6.3%)
    LDR worldlights 38/8192 3344/720896 ( 0.5%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 414/32768 4140/327680 ( 1.3%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 7410/65536 14820/131072 (11.3%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 16/512 5632/180224 ( 3.1%)
    LDR lightdata [variable] 2543572/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 43913/393216 (11.2%)
    LDR ambient table 4096/65536 16384/262144 ( 6.3%)
    HDR ambient table 4096/65536 16384/262144 ( 6.3%)
    LDR leaf ambient 25191/65536 705348/1835008 (38.4%)
    HDR leaf ambient 4096/65536 114688/1835008 ( 6.3%)
    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] 1/608500 ( 0.0%)
    dtl prp lght [variable] 1/4 (25.0%)
    HDR dtl prp lght [variable] 1/4 (25.0%)
    static props [variable] 1/27664 ( 0.0%)
    pakfile [variable] 1467/0 ( 0.0%)
    physics [variable] 202160/4194304 ( 4.8%)
    physics terrain [variable] 77642/1048576 ( 7.4%)

    Level flags = 0

    Total triangle count: 10218
    Writing c:\program files (x86)\steam\steamapps\charrly94\sourcesdk_content\tf\mapsrc\Oma_006_geo.bsp
    26 seconds elapsed
    -0.050800 -1.690353 0.000000
    0.101600 -1.690353 0.000000
    -0.101600 -1.690353 0.000000
    -0.101600 -1.370356 0.000000
    make_triangles:calc_triangle_representation: Cannot convert

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\SteamApps\charrly94\sourcesdk_content\tf\mapsrc\Oma_006_geo.bsp" "c:\program files (x86)\steam\steamapps\charrly94\team fortress 2\tf\maps\Oma_006_geo.bsp"

    Link of the map file:

    http://www23.zippyshare.com/v/78002055/file.html

    I'm very curious if someone could find the solution.

    Thanks in advance!
     
  2. Godslayer57

    Godslayer57 L8: Fancy Shmancy Member

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    Does the map have a leak or are you just not using an light_enviroment?
     
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  3. re1wind

    aa re1wind

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    well, portal flow failed, so looks like it crashed, and vbsp is complaining about too many detail props, which is probably part of the source of your problem.

    Suggestion? Delete the offending brushes/displacement and redo the displacements.
     
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  4. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Also rename your file, capital letters crash Linux servers.
     
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  5. static2601

    static2601 L2: Junior Member

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    Not sure, but maybe hammer is reverting to an earlier version of the map because of errors. I've had an issue like this before where i couldn't figure out why what i added wasn't in the map. Maybe try deleting and remaking the displacement if it isn't too much work. I pasted your compile log into the error checker at interlopers @ http://www.interlopers.net/errors/ . It shows displacement errors you may want to check out.
     
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  6. Mr. Happy

    Mr. Happy L6: Sharp Member

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    Too many detail props.

    To reduce:
    -swap textures for versions that say nodetail or otherwise don't have grasses (view in game to find out)

    -paint alpha's on blend textured displacements that use detail props. Usually the quantity is affected by the texture blending.

    -it's also affected by either the texture scale or the power (2,3,4), can't remember which.


    You said "editing the grass sprites". If you adjusted the detail.vbsp file then you probably set the densities too high. If you are comfortable editing your detail.vbsp file you can create a custom one to adjust the density or make new detail sets with varying densities for custom vmt's (duplicating vmt's for new density levels).

    ========
    EDIT: Looked at your map. Don't let your buildings "float" in a giant box like that, at least make the floor brushes extend to the floor of the map. You don't need so much space under the displacements. Also, the whole area is quite massive. For large areas fill some of the space with visclusters to speed your compile.

    EDIT2: you have way too many high-power displacements. Use fewer larger displacements and only add ones where you NEED the triangles.
     
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    Last edited: Dec 31, 2011
  7. Sergis

    aa Sergis L666: ])oo]v[

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    vbsp stops working after the too many detailprops error and vvis loads the old .bsp to work on, which is why nothing changes.
     
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