How i do fix it?

Discussion in 'Mapping Questions & Discussion' started by ggggass, Oct 17, 2016.

  1. ggggass

    ggggass L1: Registered

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    materialPath: E:\steam\steamapps\common\Team Fortress 2\tf\materials
    Loading c:\users\user\desktop\aaa\proba1\proba1.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Error: displacement found on a(n) func_detail entity - not supported (entity 2068, brush 0)



    8 threads
    reading c:\users\user\desktop\aaa\proba1\proba1.bsp
    reading c:\users\user\desktop\aaa\proba1\proba1.prt
    LoadPortals: couldn't read c:\users\user\desktop\aaa\proba1\proba1.prt



    [Reading texlights from 'lights.rad']
    [56 texlights parsed from 'lights.rad']

    Loading c:\users\user\desktop\aaa\proba1\proba1.bsp
    13105 faces
    4 degenerate faces
    4855304 square feet [699163776.00 square inches]
    21 Displacements
    96449 Square Feet [13888709.00 Square Inches]
    13101 patches before subdivision
    261197 patches after subdivision
    431 direct lights
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 41182777, max 1075
    transfer lists: 314.2 megs
    0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(1221087, 1000266, 780341)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(328026, 223386, 152832)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(103827, 60837, 36923)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(33962, 17030, 9044)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(11868, 5131, 2376)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(4285, 1592, 636)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(1611, 518, 177)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(621, 174, 50)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(246, 60, 15)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(100, 22, 4)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(41, 8, 1)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(17, 3, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(7, 1, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(3, 1, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(1, 0, 0)
    0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.1162 sec>
    0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 208/1024 9984/49152 (20.3%)
    brushes 3337/8192 40044/98304 (40.7%)
    brushsides 23092/65536 184736/524288 (35.2%)
    planes 9612/65536 192240/1310720 (14.7%)
    vertexes 22921/65536 275052/786432 (35.0%)
    nodes 5549/65536 177568/2097152 ( 8.5%)
    texinfos 2449/12288 176328/884736 (19.9%)
    texdata 164/2048 5248/65536 ( 8.0%)
    dispinfos 21/0 3696/0 ( 0.0%)
    disp_verts 1853/0 37060/0 ( 0.0%)
    disp_tris 2976/0 5952/0 ( 0.0%)
    disp_lmsamples 171095/0 171095/0 ( 0.0%)
    faces 13105/65536 733880/3670016 (20.0%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 8246/65536 461776/3670016 (12.6%)
    leaves 5758/65536 184256/2097152 ( 8.8%)
    leaffaces 16162/65536 32324/131072 (24.7%)
    leafbrushes 6393/65536 12786/131072 ( 9.8%)
    areas 8/256 64/2048 ( 3.1%)
    surfedges 94572/512000 378288/2048000 (18.5%)
    edges 58889/256000 235556/1024000 (23.0%)
    LDR worldlights 431/8192 37928/720896 ( 5.3%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 11/32768 132/393216 ( 0.0%)
    waterstrips 1209/32768 12090/327680 ( 3.7%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 23322/65536 46644/131072 (35.6%)
    cubemapsamples 1/1024 16/16384 ( 0.1%)
    overlays 48/512 16896/180224 ( 9.4%)
    LDR lightdata [variable] 11730608/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 249524/16777216 ( 1.5%)
    entdata [variable] 395477/393216 (100.6%) VERY FULL!
    LDR ambient table 5758/65536 23032/262144 ( 8.8%)
    HDR ambient table 5758/65536 23032/262144 ( 8.8%)
    LDR leaf ambient 29311/65536 820708/1835008 (44.7%)
    HDR leaf ambient 5758/65536 161224/1835008 ( 8.8%)
    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] 1/64304 ( 0.0%)
    pakfile [variable] 13633/0 ( 0.0%)
    physics [variable] 1618193/4194304 (38.6%)
    physics terrain [variable] 0/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 35243
    Writing c:\users\user\desktop\aaa\proba1\proba1.bsp
    2 minutes, 32 seconds elapsed
     
  2. Crowbar

    aa Crowbar perfektoberfest

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    A common beginner mistake, displacement tied to entity. Just keep ALL of your displacements world (and with rendered textures) no matter what, and this error will not bother you.

    EDIT: by the way, your map pushed the limit of entdata. Not a huge deal nor ceasing map's functions, but ensure you're optimizing that as well because only maps with really complicated entity systems (like TC maps or custom stuff) are usually pushing that.
     
    • Agree Agree x 1
  3. ggggass

    ggggass L1: Registered

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    Thanks :D
     
  4. Narpas

    Narpas L4: Comfortable Member

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  5. ggggass

    ggggass L1: Registered

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    ConVarRef mat_reduceparticles doesn't point to an existing ConVar


    how to fix ?
     
  6. ics

    aa ics http://ics-base.net

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    Is that really an error that prevents compile?