Non-quad displacement error while i dont have any

Discussion in 'Mapping Questions & Discussion' started by Umaroth-24, Feb 2, 2016.

  1. Umaroth-24

    Umaroth-24 L2: Junior Member

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    First things first, i am really new to hammer. The map with which this problem accured is my first one.
    First everything was fine, but after i did the displacements, tf2 opened an older version of my map after the compiling. Probably it was because of a non-quad displacement. After i changed all my displacements to normal brushes, the compilelog still tells me there is an non-quad displacement and tf2 is still opening an older version of the map after the compiling.
    The ID of the brush which should be the non-quad diplacement according to the compilelog does not even exist. I did the compiling with normal BSP, fast VIS and fast RAD.
    This is my compilelog:
    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:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_parana_a1.vmf"
    
    Valve Software - vbsp.exe (Jan 19 2016)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_parana_a1.vmf
    Trying to create a non-quad displacement! (entity 0, brush 567)
    
    
    ** 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" -fast "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_parana_a1"
    
    Valve Software - vvis.exe (Jan 19 2016)
    fastvis = true
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_parana_a1.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_parana_a1.prt
    LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_parana_a1.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" -noextra "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_parana_a1"
    
    Valve Software - vrad.exe SSE (Jan 19 2016)
    
          Valve Radiosity Simulator   
    4 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights
    
    [56 texlights parsed from 'lights.rad']
    
    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_parana_a1.bsp
    Setting up ray-trace acceleration structure... Done (1.22 seconds)
    5267 faces
    4674735 square feet [673161920.00 square inches]
    11 Displacements
    10257 Square Feet [1477141.13 Square Inches]
    5267 patches before subdivision
    338819 patches after subdivision
    sun extent from map=0.087156
    44 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 (105)
    transfers 140558996, max 2408
    transfer lists: 1072.4 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #1 added RGB(7299549, 1954236, 472742)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #2 added RGB(2089242, 197325, 33801)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #3 added RGB(768691, 23396, 3395)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #4 added RGB(260961, 2561, 411)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #5 added RGB(98522, 325, 56)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #6 added RGB(35928, 37, 8)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #7 added RGB(13802, 5, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #8 added RGB(5259, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #9 added RGB(2059, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #10 added RGB(808, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #11 added RGB(322, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #12 added RGB(129, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #13 added RGB(52, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #14 added RGB(21, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #15 added RGB(9, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #16 added RGB(4, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #17 added RGB(1, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #18 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.1943 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 (8)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------       ---------------  ---------------  --------
    models                  20/1024          960/49152    ( 2.0%)
    brushes                751/8192         9012/98304    ( 9.2%)
    brushsides            4824/65536       38592/524288   ( 7.4%)
    planes                1210/65536       24200/1310720  ( 1.8%)
    vertexes              6905/65536       82860/786432   (10.5%)
    nodes                 1975/65536       63200/2097152  ( 3.0%)
    texinfos               381/12288       27432/884736   ( 3.1%)
    texdata                 18/2048          576/65536    ( 0.9%)
    dispinfos               11/0            1936/0        ( 0.0%)
    disp_verts             891/0           17820/0        ( 0.0%)
    disp_tris             1408/0            2816/0        ( 0.0%)
    disp_lmsamples       26832/0           26832/0        ( 0.0%)
    faces                 5267/65536      294952/3670016  ( 8.0%)
    hdr faces                0/65536           0/3670016  ( 0.0%)
    origfaces             1834/65536      102704/3670016  ( 2.8%)
    leaves                1996/65536       63872/2097152  ( 3.0%)
    leaffaces             6963/65536       13926/131072   (10.6%)
    leafbrushes           2282/65536        4564/131072   ( 3.5%)
    areas                    2/256            16/2048     ( 0.8%)
    surfedges            30955/512000     123820/2048000  ( 6.0%)
    edges                17227/256000      68908/1024000  ( 6.7%)
    LDR worldlights         44/8192         3872/720896   ( 0.5%)
    HDR worldlights          0/8192            0/720896   ( 0.0%)
    leafwaterdata            0/32768           0/393216   ( 0.0%)
    waterstrips            364/32768        3640/327680   ( 1.1%)
    waterverts               0/65536           0/786432   ( 0.0%)
    waterindices          5877/65536       11754/131072   ( 9.0%)
    cubemapsamples           0/1024            0/16384    ( 0.0%)
    overlays                 0/512             0/180224   ( 0.0%)
    LDR lightdata         [variable]     8057000/0        ( 0.0%)
    HDR lightdata         [variable]           0/0        ( 0.0%)
    visdata               [variable]      174005/16777216 ( 1.0%)
    entdata               [variable]       32972/393216   ( 8.4%)
    LDR ambient table     1996/65536        7984/262144   ( 3.0%)
    HDR ambient table     1996/65536        7984/262144   ( 3.0%)
    LDR leaf ambient     13072/65536      366016/1835008  (19.9%)
    HDR leaf ambient      1996/65536       55888/1835008  ( 3.0%)
    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]           1/4742     ( 0.0%)
    pakfile               [variable]      106203/0        ( 0.0%)
    physics               [variable]      274601/4194304  ( 6.5%)
    physics terrain       [variable]        2139/1048576  ( 0.2%)
    
    Level flags = 0
    
    Total triangle count: 13226
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_parana_a1.bsp
    2 minutes, 36 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_parana_a1.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\koth_parana_a1.bsp"
    I really hope someone could help me out.
     
  2. Geit

    aa Geit 💜 I probably broke it 💜

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    The brush at fault in the compile log is identified as #567. Press Ctrl+Shift+G to open the "Go to brush" dialog and enter 567 there, it should place the brush at the center of your view, delete it and remake it.
     
  3. Vel0city

    aa Vel0city func_fish

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    You have a displacement that's not 4 sided. You can only have 4-sided displacements, any other number of sides causes the compiler to quit.

    In Hammer, press Ctrl+Shift+G to go the the Go to brush menu. In this case brush number 567 is the cause of your issue, so type it in and let Hammer take you to the faulty brush. However, keep in mind that the compiler stops as soon as it finds critical errors like this, so there's a chance more brushes are faulty and need to be rebuild.

    edit ninja'd by Geit.
     
  4. Umaroth-24

    Umaroth-24 L2: Junior Member

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    I already used "go to brush" to find it but it showed the brush ID doesnt exist. The "check your problems" tool shows there are no problems except for not having a player start.
     
  5. Lampenpam

    aa Lampenpam

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    at your vis groups, uncheck everything but displacements. Now only your displacements are visible. Check if you see anything strange.
     
  6. Umaroth-24

    Umaroth-24 L2: Junior Member

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    when i do so i dont see anything but the origin marker.
     
  7. YM

    aa YM LVL100 YM

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    TF2 opens an older version because vbsp is crashing out, so vvis and vrad are using an old version. While chasing vbsp errors you should turn off vvis and vrad completely because it's just wasting time running them at all if it's vbsp that's crashing. In your case, it'd save 2 and a half minutes every time you try and see if it's fixed.


    However, in your case I think something has gone horribly wrong since it's listed as entity "0" and that's not something hammer is ever supposed to do.

    Please post your vmf so we can find what the heck has gone wrong.
     
  8. Crash

    aa Crash func_nerd

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    You could always try copying your entire map into a new VMF. It's solved weird problems in the past for me, might do it for you.
     
  9. Umaroth-24

    Umaroth-24 L2: Junior Member

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    Positive Ratings:
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    thanks crash! weird enough the non-quad displacement showed up in the new VMF. After compiling tf2 opened the right version of the map.
    Many thanks to you all for helping me out :)
     
    Last edited: Feb 2, 2016