i dont know whats happening pls send help [fixed]

Discussion in 'Mapping Questions & Discussion' started by MrManofaMister, Aug 1, 2019.

  1. MrManofaMister

    MrManofaMister L1: Registered

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    what.png Yesterday I was just building my map in hammer like all the other times before, this time dabbling with the displacement tool a little, and now I've encountered some weird bug/ glitch thats preventing me from testing and playing the map in-game.

    Basically whenever I compile the map it loads a previous version of the map that I saved a couple of days ago even though I've overridden the save at least 50 times now. 20190801075020_1.jpg

    I've done everything that I could think of: I've restarted Hammer, I've restarted my computer, and I saved under a different name but that only loaded a different map for some reason.

    I'm completely stumped.
     
  2. VasyaTheWizard

    VasyaTheWizard L2: Junior Member

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    This means that there's an error with compiling, so an older version of the map is loaded. Please post your compile log.
     
  3. MrManofaMister

    MrManofaMister L1: Registered

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    Heres the log:

    ** Executing...
    ** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_workstrained_a1.vmf"

    Valve Software - vbsp.exe (Aug 2 2018)
    4 threads
    materialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_workstrained_a1.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Error: displacement found on a(n) func_detail entity - not supported (entity 155, brush 0)


    ** Executing...
    ** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" -fast "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_workstrained_a1"

    Valve Software - vvis.exe (Aug 2 2018)
    fastvis = true
    4 threads
    reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_workstrained_a1.bsp
    reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_workstrained_a1.prt
    LoadPortals: couldn't read d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_workstrained_a1.prt


    ** Executing...
    ** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" -noextra "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_workstrained_a1"

    Valve Software - vrad.exe SSE (Jul 18 2018)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights

    [56 texlights parsed from 'lights.rad']

    Loading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_workstrained_a1.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.20 seconds)
    1678 faces
    517390 square feet [74504192.00 square inches]
    2 Displacements
    3936 Square Feet [566923.69 Square Inches]
    sun extent from map=0.000000
    12 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Build Patch/Sample Hash Table(s).....Done<0.0061 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
    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 (3)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 11/1024 528/49152 ( 1.1%)
    brushes 206/8192 2472/98304 ( 2.5%)
    brushsides 1367/65536 10936/524288 ( 2.1%)
    planes 972/65536 19440/1310720 ( 1.5%)
    vertexes 2416/65536 28992/786432 ( 3.7%)
    nodes 1163/65536 37216/2097152 ( 1.8%)
    texinfos 281/12288 20232/884736 ( 2.3%)
    texdata 29/2048 928/65536 ( 1.4%)
    dispinfos 2/0 352/0 ( 0.0%)
    disp_verts 162/0 3240/0 ( 0.0%)
    disp_tris 256/0 512/0 ( 0.0%)
    disp_lmsamples 9920/0 9920/0 ( 0.0%)
    faces 1678/65536 93968/3670016 ( 2.6%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 779/65536 43624/3670016 ( 1.2%)
    leaves 1175/65536 37600/2097152 ( 1.8%)
    leaffaces 1957/65536 3914/131072 ( 3.0%)
    leafbrushes 567/65536 1134/131072 ( 0.9%)
    areas 3/256 24/2048 ( 1.2%)
    surfedges 11045/512000 44180/2048000 ( 2.2%)
    edges 6042/256000 24168/1024000 ( 2.4%)
    LDR worldlights 12/8192 1056/720896 ( 0.1%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 132/32768 1320/327680 ( 0.4%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 1929/65536 3858/131072 ( 2.9%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 2/512 704/180224 ( 0.4%)
    LDR lightdata [variable] 1150192/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 14062/393216 ( 3.6%)
    LDR ambient table 1175/65536 4700/262144 ( 1.8%)
    HDR ambient table 1175/65536 4700/262144 ( 1.8%)
    LDR leaf ambient 7708/65536 215824/1835008 (11.8%)
    HDR leaf ambient 1175/65536 32900/1835008 ( 1.8%)
    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] 1/11250 ( 0.0%)
    pakfile [variable] 1271/0 ( 0.0%)
    physics [variable] 79746/4194304 ( 1.9%)
    physics terrain [variable] 528/1048576 ( 0.1%)

    Level flags = 0

    Total triangle count: 4521
    Writing d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_workstrained_a1.bsp
    4 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "D:\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_workstrained_a1.bsp" "D:\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_workstrained_a1.bsp"
     
  4. Dr. Orange

    Dr. Orange L6: Sharp Member

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    You have a displacement brush tied to a func_detail entity. Displacements cannot be entities. Also, displacements do not block visibility, nor seal your map, so they do not need to be func_detail. Find this brush and turn it back into a world brush and the problem should be fixed.
     
    • Agree Agree x 3
  5. MrManofaMister

    MrManofaMister L1: Registered

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    Looks like that was the problem, the map is working now. Thanks again Orange!
     
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