Playerclip Problem

NateTDOM

L1: Registered
Sep 3, 2016
29
2
Disclaimer: I do not know if this is in the correct thread, i am new to the community and none of the other threads seemed to fit the category i needed.

Anyway, I am working on a map, where i have just started laying player clips on the top of buildings to stop players from jumping on them. They are clearly there and their visgroup is enabled in hammer, but when i load up the game, type in r_drawclipbrushes 2, the only ones that show up are some small ones i made to stop you from getting trapped on a doorframe. I can still jump on the building and go through where i put- er, where i thought i put the clip brushes. I have some screenshots that show that they are clearly in hammer, but not in tf2.
playerclip.PNG

They are clearly there, and you can even see the ones that i put at that doorframe.
20161001200221_1.jpg

But then i load up the game and turn on r_drawclipbrushes 2, and they aren't there. You can also see that this isn't just a joke with me turning off the visgroup, because the ones around the doorframe are there.

If anyone has encountered this before and/or has a solution, it would be appreciated! Thanks :D
 

NateTDOM

L1: Registered
Sep 3, 2016
29
2
Actually, i learned whats going on. Everytime i run my map, all of the recent changes i've made havent been showing up. I can tell because of a platform that i recently textured, still has orange dev texture on it. So new thing; anybody knwo why this may be happening?
 

dryerlint

L5: Dapper Member
Mar 28, 2016
204
190
I think I had this happen once, but forget what caused the issue... anyways, here's some steps to debug it:

First, hit Alt + P to automatically check for problems with the map. See if there's anything obvious wrong with it.

If there's nothing wrong, could you post your compile log? (In case you don't know: when you run the map, it should open up a small window with a bunch of text in it. This text will tell you any errors that occur when Hammer creates your map file.) Also, for future reference, try and run your compile log through this whenever you get an issue. It's an awesome tool!

EDIT: Dang, I got ninja'd.
 

NateTDOM

L1: Registered
Sep 3, 2016
29
2
** 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\cp_amazon.vmf"

Valve Software - vbsp.exe (Sep 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\cp_amazon.vmf
Error: displacement found on a(n) func_detail entity - not supported (entity 230, 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_amazon"

Valve Software - vvis.exe (Sep 19 2016)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_amazon.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_amazon.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_amazon.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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_amazon"

Valve Software - vrad.exe SSE (Sep 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\cp_amazon.bsp
Setting up ray-trace acceleration structure... Done (2.47 seconds)
3322 faces
2 degenerate faces
1340630 square feet [193050720.00 square inches]
100 Displacements
258838 Square Feet [37272752.00 Square Inches]
3320 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
68570 patches after subdivision
sun extent from map=0.258819
sun extent from map=0.258819
9 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (13)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (14)
transfers 4212259, max 506
transfer lists: 32.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(140468, 99530, 79390)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(32127, 15722, 11576)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(10349, 3530, 2342)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(3794, 900, 508)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1493, 224, 111)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(652, 61, 25)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(310, 16, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(163, 4, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(93, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(56, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(35, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(23, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(15, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(10, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(7, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(5, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0434 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9)
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 24/1024 1152/49152 ( 2.3%)
brushes 768/8192 9216/98304 ( 9.4%)
brushsides 5430/65536 43440/524288 ( 8.3%)
planes 2608/65536 52160/1310720 ( 4.0%)
vertexes 5697/65536 68364/786432 ( 8.7%)
nodes 2068/65536 66176/2097152 ( 3.2%)
texinfos 971/12288 69912/884736 ( 7.9%)
texdata 42/2048 1344/65536 ( 2.1%)
dispinfos 100/0 17600/0 ( 0.0%)
disp_verts 16836/0 336720/0 ( 0.0%)
disp_tris 28928/0 57856/0 ( 0.0%)
disp_lmsamples 496964/0 496964/0 ( 0.0%)
faces 3322/65536 186032/3670016 ( 5.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2038/65536 114128/3670016 ( 3.1%)
leaves 2093/65536 66976/2097152 ( 3.2%)
leaffaces 3649/65536 7298/131072 ( 5.6%)
leafbrushes 1882/65536 3764/131072 ( 2.9%)
areas 2/256 16/2048 ( 0.8%)
surfedges 24466/512000 97864/2048000 ( 4.8%)
edges 15050/256000 60200/1024000 ( 5.9%)
LDR worldlights 8/8192 704/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 312/32768 3120/327680 ( 1.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 6300/65536 12600/131072 ( 9.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 22/512 7744/180224 ( 4.3%)
LDR lightdata [variable] 2346824/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 217844/16777216 ( 1.3%)
entdata [variable] 22355/393216 ( 5.7%)
LDR ambient table 2093/65536 8372/262144 ( 3.2%)
HDR ambient table 2093/65536 8372/262144 ( 3.2%)
LDR leaf ambient 11925/65536 333900/1835008 (18.2%)
HDR leaf ambient 2093/65536 58604/1835008 ( 3.2%)
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] 1/10302 ( 0.0%)
pakfile [variable] 1141/0 ( 0.0%)
physics [variable] 3527928/4194304 (84.1%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 9665
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_amazon.bsp
47 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_amazon.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\cp_amazon.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" +map "cp_amazon" -steam
 

dryerlint

L5: Dapper Member
Mar 28, 2016
204
190
Looks like your error is making a displacement on a func_detail. Here's the Interlopers Error Checker's advice:

Description:
You have tied a displacement to an entity. Displacements aren't supposed to be entities. (they don't need to be func_detail, vvis.exe ignores them anyway). Displacements can't move around. Period. Forget about parenting them.

Solution:
Find your displacement and de-entify it. The easiest method to find it in a big map is to select all displacements at once (select the "displacements" visgroup (in the visgroup-window to the right in Hammer), then press "mark") in the ignore group mode (button "IG"). Now tie all of the displacements to an entity, and "to world" them again right after that while they are still selected.
 

sooshey

:3c
aa
Jan 7, 2015
514
410
As an addendum to dryerlint's post, displacements can't have entities tied to them, that will cause the compile to fail and load an earlier version of your map (that's why you don't see the changes). In addition, you have at least one surface with no area, so use alt+p to open the error checker and find those brushes.
 

NateTDOM

L1: Registered
Sep 3, 2016
29
2
Yes i realized that. infact right before i got your reply i found another post that showed me the interlopers error checker and i learned there. just because i solved it on my own though does not mean i didn't appreciate your insentive to help. I initially id not know this and turned some floor brushes into func_detail.