Hammer not Compiling map correctly

Discussion in 'Mapping Questions & Discussion' started by ThrowingPie, Apr 12, 2014.

  1. ThrowingPie

    ThrowingPie L1: Registered

    Messages:
    27
    Positive Ratings:
    28
    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: Apr 12, 2014
  2. nightwatch

    aa nightwatch

    Messages:
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    You'll keep having this problem until all of your displacements are made from world brushes.
     
  3. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    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.
     
    • Thanks Thanks x 1
  4. ThrowingPie

    ThrowingPie L1: Registered

    Messages:
    27
    Positive Ratings:
    28
    Thanks for the fast response. A Boojum Snark, you're directions worked
    thank you