UPDATED: Corrected a couple mistakes, updated with more accurate information To be honest I do not know if this is the cause of the problem I am having, or just a coincidence, but it has to do with displacements. So I have many displacements in my map. They are all built properly using power of 3 (except 1 which is power of 4) and there are no compile errors, though I do notice that vbsp 'patches' the 2 materials I have a problem with. Code: Patching WVT material: maps/gmodtech_hotel_rc2/egypt/sand_floor_blend_04_wvt_patch Patching WVT material: maps/gmodtech_hotel_rc2/maritime/nature/blendsandtosand_wvt_patch When I first compile the map none of the displacements that use those textures are aren't rendered and the console spams the errors below: Code: Material egypt/sand_floor_blend_04 does not support vertex format used by the mesh (maybe missing fields or mismatched vertex compression?), mesh will not be rendered. Grab a programmer! Material maritime/nature/blendsandtosand does not support vertex format used by the mesh (maybe missing fields or mismatched vertex compression?), mesh will not be rendered. Grab a programmer! Just to make this clear, it is ALL DISPLACEMENTS in the map, not specific displacements failing to render. However once I build my cubemaps and reload the map they render normally. In fact as soon as I enter mat_specular 0 the errors stop spamming, (though the displacements still aren't being rendered until after I have built the cubemaps.) I can then compress the map as normal (via bsp_repack) and load it up on my testing craptop, where the displacements are rendered fine. But here's where it gets weird and annoying. As soon as I reload the compressed & cubemapped version of the map on my main PC, the displacements aren't render and the errors flood the console again. Now I'd assume that it's because I would have turned mat_specular back to '1', but my testing laptop runs with it on and it renders the displacements just fine. I don't understand is why this is happening or how to fix it.