displacement found on a(n) func_detail entity

Discussion in 'Mapping Questions & Discussion' started by Yilk, Dec 3, 2018.

  1. Yilk

    Yilk L1: Registered

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    Hello everyone,

    I'm having problems compiling my map, here's the compile log

    Code:
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\newproject.vmf"
    
    Valve Software - vbsp.exe (Aug  2 2018)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\newproject.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Error: displacement found on a(n) func_detail entity - not supported (entity 182, brush 0)
    
    
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\newproject"
    
    Valve Software - vvis.exe (Aug  2 2018)
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\newproject.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\newproject.prt
    LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\newproject.prt
    
    
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters:  -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\newproject"
    
    Valve Software - vrad.exe SSE (Jul 18 2018)
    
          Valve Radiosity Simulator    
    4 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights
    
    [56 texlights parsed from 'lights.rad']
    
    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\newproject.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.35 seconds)
    5673 faces
    3 degenerate faces
    1223651 square feet [176205760.00 square inches]
    15 Displacements
    47973 Square Feet [6908195.00 Square Inches]
    sun extent from map=0.087156
    sun extent from map=0.087156
    31 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (13)
    Build Patch/Sample Hash Table(s).....Done<0.0133 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (2)
    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 (4)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------       ---------------  ---------------  --------
    models                  24/1024         1152/49152    ( 2.3%)
    brushes                699/8192         8388/98304    ( 8.5%)
    brushsides            4549/65536       36392/524288   ( 6.9%)
    planes                1860/65536       37200/1310720  ( 2.8%)
    vertexes              7968/65536       95616/786432   (12.2%)
    nodes                 3530/65536      112960/2097152  ( 5.4%)
    texinfos               320/12288       23040/884736   ( 2.6%)
    texdata                 46/2048         1472/65536    ( 2.2%)
    dispinfos               15/0            2640/0        ( 0.0%)
    disp_verts             599/0           11980/0        ( 0.0%)
    disp_tris              864/0            1728/0        ( 0.0%)
    disp_lmsamples      117368/0          117368/0        ( 0.0%)
    faces                 5673/65536      317688/3670016  ( 8.7%)
    hdr faces                0/65536           0/3670016  ( 0.0%)
    origfaces             2322/65536      130032/3670016  ( 3.5%)
    leaves                3555/65536      113760/2097152  ( 5.4%)
    leaffaces             6414/65536       12828/131072   ( 9.8%)
    leafbrushes           2442/65536        4884/131072   ( 3.7%)
    areas                    2/256            16/2048     ( 0.8%)
    surfedges            36102/512000     144408/2048000  ( 7.1%)
    edges                20029/256000      80116/1024000  ( 7.8%)
    LDR worldlights         30/8192         2640/720896   ( 0.4%)
    HDR worldlights          0/8192            0/720896   ( 0.0%)
    leafwaterdata            1/32768          12/393216   ( 0.0%)
    waterstrips            418/32768        4180/327680   ( 1.3%)
    waterverts               0/65536           0/786432   ( 0.0%)
    waterindices          6972/65536       13944/131072   (10.6%)
    cubemapsamples           0/1024            0/16384    ( 0.0%)
    overlays                 1/512           352/180224   ( 0.2%)
    LDR lightdata         [variable]     3588064/0        ( 0.0%)
    HDR lightdata         [variable]           0/0        ( 0.0%)
    visdata               [variable]           0/16777216 ( 0.0%)
    entdata               [variable]       26252/393216   ( 6.7%)
    LDR ambient table     3555/65536       14220/262144   ( 5.4%)
    HDR ambient table     3555/65536       14220/262144   ( 5.4%)
    LDR leaf ambient     16654/65536      466312/1835008  (25.4%)
    HDR leaf ambient      3555/65536       99540/1835008  ( 5.4%)
    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]           1/8748     ( 0.0%)
    pakfile               [variable]        1088/0        ( 0.0%)
    physics               [variable]      254561/4194304  ( 6.1%)
    physics terrain       [variable]        3513/1048576  ( 0.3%)
    
    Level flags = 0
    
    Total triangle count: 15467
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\newproject.bsp
    19 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\newproject.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\newproject.bsp"
    
    After running it through interlopers, it became clear that some displacements were tied to an entity.
    I've tried removing the problem by selecting all the displacements in the visgroup and setting them all to: toWorld. this didn't help.

    I removed every displacement out of curiosity, but after compiling that version the problem was still here.

    Can someone help? I love making this map and don't want to start all over again!

    Thanks in advance.
     
  2. DrSquishy

    aa DrSquishy ???

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    It's odd that you've not had any luck with the visgroups -> to world setting. Try copying everything to a new VMF, make sure all visgroups are visible and that everything is unhidden, then redo that.
     
  3. Yilk

    Yilk L1: Registered

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    Copying everything over to a new map gives me the same problem as before.
     
  4. Da Spud Lord

    aa Da Spud Lord Occasionally I make maps

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    Positive Ratings:
    898
    Displacements converted to entities don't appear in the Displacements visgroup. They will, however, appear in the Func Detail visgroup. The only way to solve the problem would be to manually search for the displacement and convert it back to a world brush. This can be made easier by disabling all visgroups except for the func detail visgroup, then flying around and searching for displacements.
     
    • Agree Agree x 1