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Displacement sinks in-game.

Discussion in 'Mapping Questions & Discussion' started by Smyther, Apr 28, 2016.

  1. Smyther

    Smyther L1: Registered

    Messages:
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    Positive Ratings:
    0
    https://imgur.com/a/YR4UO

    The orange displacement should line up with the door and choke on the left and completely cover the grey brush underneath it, as you can see in the hammer screenie, but doesn't, as you can see in the in-game screenie. What's causing this?

    Also the skybox sun seems to be shining up from on down, rather than down from on up, but I think I can fix that myself later.
     
  2. Smyther

    Smyther L1: Registered

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    Sorry, I'm tired and made the newbie mistake of asking before reading the FAQ. I had a leak in that image but that's fixed and the displacements are still sinking.

    Code:
    ** Executing...
    ** Command: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_computer_office_try02_a01.vmf"
    
    Valve Software - vbsp.exe (Mar  2 2016)
    4 threads
    materialPath: C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_computer_office_try02_a01.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\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_computer_office_try02_a01.prt...Building visibility clusters...
    done (1)
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
    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) (77638 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 251 texinfos to 184
    Reduced 5 texdatas to 5 (117 bytes to 117)
    Writing C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_computer_office_try02_a01.bsp
    ZIP Output overshot buffer estimate: Estimated 0, actual 54
    3 seconds elapsed
    
    ** Executing...
    ** Command: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_computer_office_try02_a01"
    
    Valve Software - vvis.exe (Mar  2 2016)
    4 threads
    reading c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_computer_office_try02_a01.bsp
    reading c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_computer_office_try02_a01.prt
     354 portalclusters
     775 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 (1)
    Optimized: 291 visible clusters (0.66%)
    Total clusters visible: 43849
    Average clusters visible: 123
    Building PAS...
    Average clusters audible: 319
    visdatasize:30475  compressed from 33984
    writing c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_computer_office_try02_a01.bsp
    ZIP Output overshot buffer estimate: Estimated 0, actual 54
    2 seconds elapsed
    
    ** Executing...
    ** Command: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters:  -game "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_computer_office_try02_a01"
    
    Valve Software - vrad.exe SSE (Mar  2 2016)
    
      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\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_computer_office_try02_a01.bsp
    Setting up ray-trace acceleration structure... Done (0.09 seconds)
    1497 faces
    371979 square feet [53565068.00 square inches]
    4 Displacements
    19119 Square Feet [2753190.00 Square Inches]
    1497 patches before subdivision
    50997 patches after subdivision
    sun extent from map=0.000000
    39 direct lights
    BuildFacelights:  0...1...2...3...4...5...6...7...8...9...10 (7)
    BuildVisLeafs:  0...1...2...3...4...5...6...7...8...9...10 (3)
    transfers 6293530, max 504
    transfer lists:  48.0 megs
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
       Bounce #1 added RGB(479906, 585159, 709106)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
       Bounce #2 added RGB(48033, 69296, 99073)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
       Bounce #3 added RGB(4837, 8222, 14111)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
       Bounce #4 added RGB(494, 972, 1997)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
       Bounce #5 added RGB(52, 115, 285)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
       Bounce #6 added RGB(6, 14, 41)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
       Bounce #7 added RGB(1, 2, 6)
    GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
       Bounce #8 added RGB(0, 0, 1)
    Build Patch/Sample Hash Table(s).....Done<0.0259 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  1/1024  48/49152  ( 0.1%)
    brushes  211/8192  2532/98304  ( 2.6%)
    brushsides  1327/65536  10616/524288  ( 2.0%)
    planes  568/65536  11360/1310720  ( 0.9%)
    vertexes  2639/65536  31668/786432  ( 4.0%)
    nodes  876/65536  28032/2097152  ( 1.3%)
    texinfos  184/12288  13248/884736  ( 1.5%)
    texdata  5/2048  160/65536  ( 0.2%)
    dispinfos  4/0  704/0  ( 0.0%)
    disp_verts  324/0  6480/0  ( 0.0%)
    disp_tris  512/0  1024/0  ( 0.0%)
    disp_lmsamples  45792/0  45792/0  ( 0.0%)
    faces  1497/65536  83832/3670016  ( 2.3%)
    hdr faces  0/65536  0/3670016  ( 0.0%)
    origfaces  569/65536  31864/3670016  ( 0.9%)
    leaves  878/65536  28096/2097152  ( 1.3%)
    leaffaces  1741/65536  3482/131072  ( 2.7%)
    leafbrushes  759/65536  1518/131072  ( 1.2%)
    areas  2/256  16/2048  ( 0.8%)
    surfedges  9420/512000  37680/2048000  ( 1.8%)
    edges  5404/256000  21616/1024000  ( 2.1%)
    LDR worldlights  39/8192  3432/720896  ( 0.5%)
    HDR worldlights  0/8192  0/720896  ( 0.0%)
    leafwaterdata  0/32768  0/393216  ( 0.0%)
    waterstrips  161/32768  1610/327680  ( 0.5%)
    waterverts  0/65536  0/786432  ( 0.0%)
    waterindices  2373/65536  4746/131072  ( 3.6%)
    cubemapsamples  0/1024  0/16384  ( 0.0%)
    overlays  0/512  0/180224  ( 0.0%)
    LDR lightdata  [variable]  956372/0  ( 0.0%)
    HDR lightdata  [variable]  0/0  ( 0.0%)
    visdata  [variable]  30475/16777216 ( 0.2%)
    entdata  [variable]  12731/393216  ( 3.2%)
    LDR ambient table  878/65536  3512/262144  ( 1.3%)
    HDR ambient table  878/65536  3512/262144  ( 1.3%)
    LDR leaf ambient  3944/65536  110432/1835008  ( 6.0%)
    HDR leaf ambient  878/65536  24584/1835008  ( 1.3%)
    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]  1/12  ( 8.3%)
    static props  [variable]  1/12  ( 8.3%)
    pakfile  [variable]  54/0  ( 0.0%)
    physics  [variable]  77638/4194304  ( 1.9%)
    physics terrain  [variable]  1152/1048576  ( 0.1%)
    
    Level flags = 0
    
    Total triangle count: 4153
    Writing c:\program files\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_computer_office_try02_a01.bsp
    ZIP Output overshot buffer estimate: Estimated 0, actual 54
    15 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_computer_office_try02_a01.bsp" "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_computer_office_try02_a01.bsp"
    
    
    ** Executing...
    ** Command: "C:\Program Files\Steam\steamapps\common\Team Fortress 2\hl2.exe"
    ** Parameters: -game "C:\Program Files\Steam\steamapps\common\Team Fortress 2\tf" -windowed -novid -h 600 -w 800 +map "cp_computer_office_try02_a01" -steam
    
     
  3. Izotope

    aa Izotope Never releases maps

    Messages:
    619
    Positive Ratings:
    584
    I can't get any clues from your compile log about your issues, looks normal to me.
    Try copy-pasting the displacement as a new one to replace the current and see if that fixes it,
    and check if your displacement is an entity, because it can't be.

    Honestly, that's the only thing in your log I don't know about
     
  4. DrLambda

    aa DrLambda L69: Teeheehee, Member

    Messages:
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    Positive Ratings:
    454
    The easiest reason i can think off is that you have set an displacement offset. If that should be true, you probably have to redo the displacement (unless there is a easy way that i don't know of.)
     
  5. Another Bad Pun

    Server Staff Another Bad Pun over my dead body

    Messages:
    585
    Positive Ratings:
    1,212
    That's absolutely bizarre. You should probably just redo it, rather than play with Source Engine bugs. Make sure it isn't tied to an entity or anything.
     
  6. Smyther

    Smyther L1: Registered

    Messages:
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    Oh, it has a 160 hammer unit offset so that the original brushes were way under the map so that I could select them easier. Is that a broken thing in hammer that I should be avoiding?
     
  7. hutty

    aa hutty

    Messages:
    471
    Positive Ratings:
    373
    Apparently, I didn't even know that feature existed.
    Or, you could just increase the offset up a little more, so that it is correct in game, but incorrect in hammer.
     
  8. YM

    aa YM LVL100 YM

    Messages:
    7,099
    Positive Ratings:
    5,742
    The elevation field for displacements does not work and should always be zero.
     
  9. Smyther

    Smyther L1: Registered

    Messages:
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    Positive Ratings:
    0
    Welp. There's my answer. Thanks.