Hammer not Compiling map correctly

ThrowingPie

L1: Registered
Apr 6, 2014
28
30
I am working on a map, it compiled once but now it won't show the changes (textures, blocks, anything) I checked on http://www.interlopers.net/errors/index.php and it said that my error is: "displacement found on a(n) func_detail entity - not supported (entity 92, brush 0)"
and "error: displacement found on a(n) func_detail entity - not supported"

I followed the instructions on the site but I still have the same problem.

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:\TF2 Maps\pl_highrise_a6.vmf"

Valve Software - vbsp.exe (Mar 21 2014)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\TF2 Maps\pl_highrise_a6.vmf
Error: displacement found on a(n) func_detail entity - not supported (entity 92, 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:\TF2 Maps\pl_highrise_a6"

Valve Software - vvis.exe (Mar 21 2014)
4 threads
reading c:\tf2 maps\pl_highrise_a6.bsp
reading c:\tf2 maps\pl_highrise_a6.prt
LoadPortals: couldn't read c:\tf2 maps\pl_highrise_a6.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:\TF2 Maps\pl_highrise_a6"

Valve Software - vrad.exe SSE (Mar 21 2014)

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

Loading c:\tf2 maps\pl_highrise_a6.bsp
Setting up ray-trace acceleration structure... Done (1.38 seconds)
4460 faces
4 degenerate faces
1293720 square feet [186295808.00 square inches]
23 Displacements
105078 Square Feet [15131291.00 Square Inches]
4456 patches before subdivision
91832 patches after subdivision
71 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (26)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (18)
transfers 7059763, max 804
transfer lists:  53.9 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(605014, 533708, 474607)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(210689, 185056, 168114)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(83180, 73339, 67747)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(34081, 30381, 28434)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(14460, 13005, 12279)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(6243, 5667, 5385)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(2735, 2501, 2387)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(1210, 1113, 1066)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(539, 499, 479)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(242, 224, 216)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #11 added RGB(109, 101, 98)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #12 added RGB(49, 46, 44)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #13 added RGB(22, 21, 20)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #14 added RGB(10, 10, 9)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #15 added RGB(5, 4, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #16 added RGB(2, 2, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #17 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0440 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (5)
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 (7)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  42/1024         2016/49152    ( 4.1%) 
brushes               1021/8192        12252/98304    (12.5%) 
brushsides            6834/65536       54672/524288   (10.4%) 
planes                3162/65536       63240/1310720  ( 4.8%) 
vertexes              7344/65536       88128/786432   (11.2%) 
nodes                 1194/65536       38208/2097152  ( 1.8%) 
texinfos               297/12288       21384/884736   ( 2.4%) 
texdata                 49/2048         1568/65536    ( 2.4%) 
dispinfos               23/0            4048/0        ( 0.0%) 
disp_verts            1863/0           37260/0        ( 0.0%) 
disp_tris             2944/0            5888/0        ( 0.0%) 
disp_lmsamples      202152/0          202152/0        ( 0.0%) 
faces                 4460/65536      249760/3670016  ( 6.8%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             3451/65536      193256/3670016  ( 5.3%) 
leaves                1237/65536       39584/2097152  ( 1.9%) 
leaffaces             5449/65536       10898/131072   ( 8.3%) 
leafbrushes           1808/65536        3616/131072   ( 2.8%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            37440/512000     149760/2048000  ( 7.3%) 
edges                23819/256000      95276/1024000  ( 9.3%) 
LDR worldlights         71/8192         6248/720896   ( 0.9%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            694/32768        6940/327680   ( 2.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         15132/65536       30264/131072   (23.1%) 
cubemapsamples           1/1024           16/16384    ( 0.1%) 
overlays                35/512         12320/180224   ( 6.8%) 
LDR lightdata         [variable]     3001004/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       34150/16777216 ( 0.2%) 
entdata               [variable]       74819/393216   (19.0%) 
LDR ambient table     1237/65536        4948/262144   ( 1.9%) 
HDR ambient table     1237/65536        4948/262144   ( 1.9%) 
LDR leaf ambient      5718/65536      160104/1835008  ( 8.7%) 
HDR leaf ambient      1237/65536       34636/1835008  ( 1.9%) 
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]           1/17802    ( 0.0%) 
pakfile               [variable]         907/0        ( 0.0%) 
physics               [variable]      382872/4194304  ( 9.1%) 
physics terrain       [variable]        8179/1048576  ( 0.8%) 

Level flags = 0

Total triangle count: 14714
Writing c:\tf2 maps\pl_highrise_a6.bsp
58 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\TF2 Maps\pl_highrise_a6.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\pl_highrise_a6.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" , type “-toconsole -dev -console +sv_lan 1 +map "pl_highrise_a6" -steam

Thanks for reading.

( I apologize if this is in the wrong spot)
 
Last edited:

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
I think the instructions there don't work anymore because they changed the auto visgroup behavior, and displacements aren't in the "displacements" group anymore once tied to a detail.
To fix it go about it in the reverse. Turn off ALL visgroups so everything is hidden then turn on only func_detail. At that point just look around your map because the offending displacement should stick out really obvious. Then of course, use the "to world" button to unbind it from the func_detail.