Displacements Disappearing

Rock_

L1: Registered
Apr 7, 2017
7
1
Hey guys, I've been having an issue with a recent map I've been working on where displacements will disappear. I can create displacement brushes, but as soon as I modify the displacement, it will disappear ingame. I'm just simply using a medium-sized level 3 displacement that seems not to work. Any ideas? I'm willing to share any more information you may need to help me out here.
 

henke37

aa
Sep 23, 2011
2,075
515
Show the compile log. And any errors you get in the console in game.
 

Rock_

L1: Registered
Apr 7, 2017
7
1
** Executing...
** Command: "C:\Users\kraym\Desktop\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Users\kraym\Desktop\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\pnmar\Desktop\TF2 Maps\koth_powerplant.vmf"
Valve Software - vbsp.exe (Feb 17 2017)
4 threads
materialPath: C:\Users\kraym\Desktop\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\pnmar\Desktop\TF2 Maps\koth_powerplant.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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 16 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\pnmar\Desktop\TF2 Maps\koth_powerplant.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_badlands_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_badlands_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...
Displacement 3 has bad geometry near 1024.00 -512.00 54.50
Can't compile displacement physics, exiting. Texture is COALMINES/BLENDGROUNDTOGRASS_COALMINES

** Executing...
** Command: "C:\Users\kraym\Desktop\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Users\kraym\Desktop\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\pnmar\Desktop\TF2 Maps\koth_powerplant"
Valve Software - vvis.exe (Feb 17 2017)
4 threads
reading c:\users\pnmar\desktop\tf2 maps\koth_powerplant.bsp
reading c:\users\pnmar\desktop\tf2 maps\koth_powerplant.prt
172 portalclusters
507 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: 68 visible clusters (0.29%)
Total clusters visible: 23622
Average clusters visible: 137
Building PAS...
Average clusters audible: 172
visdatasize:8931 compressed from 8256
writing c:\users\pnmar\desktop\tf2 maps\koth_powerplant.bsp
0 seconds elapsed
** Executing...
** Command: "C:\Users\kraym\Desktop\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Users\kraym\Desktop\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\pnmar\Desktop\TF2 Maps\koth_powerplant"
Valve Software - vrad.exe SSE (Feb 17 2017)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\users\pnmar\desktop\tf2 maps\koth_powerplant.bsp
Setting up ray-trace acceleration structure... Done (0.05 seconds)
854 faces
731448 square feet [105328560.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
854 patches before subdivision
45504 patches after subdivision
sun extent from map=0.000000
** Executing...
** Command: Copy File
** Parameters: "C:\Users\pnmar\Desktop\TF2 Maps\koth_powerplant.bsp" "C:\Users\kraym\Desktop\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_powerplant.bsp"

** Executing...
** Command: "C:\Users\kraym\Desktop\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Users\kraym\Desktop\Steam\steamapps\common\Team Fortress 2\tf" +map "koth_powerplant" -steam

Also this time, the visleaves appear to be broken in some way, I can only see some of them from certain angles. It only happens when I have displacements.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,850
** Executing...
** Command: "C:\Users\kraym\Desktop\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Users\kraym\Desktop\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\pnmar\Desktop\TF2 Maps\koth_powerplant.vmf"
Valve Software - vbsp.exe (Feb 17 2017)
4 threads
materialPath: C:\Users\kraym\Desktop\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\pnmar\Desktop\TF2 Maps\koth_powerplant.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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 16 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\pnmar\Desktop\TF2 Maps\koth_powerplant.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_badlands_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_badlands_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...
Displacement 3 has bad geometry near 1024.00 -512.00 54.50
Can't compile displacement physics, exiting. Texture is COALMINES/BLENDGROUNDTOGRASS_COALMINES

** Executing...
** Command: "C:\Users\kraym\Desktop\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Users\kraym\Desktop\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\pnmar\Desktop\TF2 Maps\koth_powerplant"
Valve Software - vvis.exe (Feb 17 2017)
4 threads
reading c:\users\pnmar\desktop\tf2 maps\koth_powerplant.bsp
reading c:\users\pnmar\desktop\tf2 maps\koth_powerplant.prt
172 portalclusters
507 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: 68 visible clusters (0.29%)
Total clusters visible: 23622
Average clusters visible: 137
Building PAS...
Average clusters audible: 172
visdatasize:8931 compressed from 8256
writing c:\users\pnmar\desktop\tf2 maps\koth_powerplant.bsp
0 seconds elapsed
** Executing...
** Command: "C:\Users\kraym\Desktop\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Users\kraym\Desktop\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\pnmar\Desktop\TF2 Maps\koth_powerplant"
Valve Software - vrad.exe SSE (Feb 17 2017)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\users\pnmar\desktop\tf2 maps\koth_powerplant.bsp
Setting up ray-trace acceleration structure... Done (0.05 seconds)
854 faces
731448 square feet [105328560.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
854 patches before subdivision
45504 patches after subdivision
sun extent from map=0.000000
** Executing...
** Command: Copy File
** Parameters: "C:\Users\pnmar\Desktop\TF2 Maps\koth_powerplant.bsp" "C:\Users\kraym\Desktop\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_powerplant.bsp"

** Executing...
** Command: "C:\Users\kraym\Desktop\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Users\kraym\Desktop\Steam\steamapps\common\Team Fortress 2\tf" +map "koth_powerplant" -steam

Also this time, the visleaves appear to be broken in some way, I can only see some of them from certain angles. It only happens when I have displacements.

That compile log does give an error regarding displacements. Plug the log into this website, and follow the instructions given to fix the error. (Use this option to go to a displacement at certain coordinates.)
 

Rock_

L1: Registered
Apr 7, 2017
7
1
Thanks for the help! I believe I found the problem and how to fix it. I'm really grateful for the link, I'll use that first now.