Displacements Disappearing

Discussion in 'Mapping Questions & Discussion' started by hex.BPXRockU, Jun 11, 2017.

  1. hex.BPXRockU

    hex.BPXRockU L1: Registered

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    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.
     
  2. henke37

    aa henke37

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    Show the compile log. And any errors you get in the console in game.
     
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  3. hex.BPXRockU

    hex.BPXRockU L1: Registered

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    ** 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.
     
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  4. KubeKing

    Server Staff KubeKing dan's birthday was fun too

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    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.)
     
  5. hex.BPXRockU

    hex.BPXRockU L1: Registered

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    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.