Problem w/ displacements

obodobear

L4: Comfortable Member
Mar 15, 2016
172
32
I just recently started to make displacements in my map, I'm really new to it and after I made a couple the map would run an old version because I think I made the displacements wrong (i tried running wo/ the displacements and it worked) Anything I did wrong with these?
 

Attachments

  • displacement 1.png
    displacement 1.png
    249 KB · Views: 277
  • displacement 2.png
    displacement 2.png
    99.9 KB · Views: 888
  • displacement 3.png
    displacement 3.png
    145.4 KB · Views: 284

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
What does your compile log say?
 

RataDeOrdenador

L5: Dapper Member
Oct 12, 2015
230
105
displacement-2-png.17849


I think that might be the problem. I think you simply made the WHOLE brush a displacement. When usually it's only the sides people are looking at.

Also,a displacement with power 4 might crash your game too (maybe. I'm just speculating here). Power 3 is more than enough for the displacements. If you want more detail and such,I guess power 4. But people around here with more experience than me can explain you better.
 

sooshey

:3c
aa
Jan 7, 2015
514
410
It's hard to tell what the problem is from just the pictures. It looks like you made the entire brush a displacement (all 6 sides) instead of just the sides that you need. You should avoid making more displacements than you need because it could mess with lighting and cause other problems. If the vertices of your displacement are too close or somehow overlapping, that could also cause major issues.
Here's a video i found helpful when i was learning how to make displacements.
 

obodobear

L4: Comfortable Member
Mar 15, 2016
172
32
Thanks guys I'll get my compile log as soon as posibble
 

obodobear

L4: Comfortable Member
Mar 15, 2016
172
32
displacement-2-png.17849


I think that might be the problem. I think you simply made the WHOLE brush a displacement. When usually it's only the sides people are looking at.

Also,a displacement with power 4 might crash your game too (maybe. I'm just speculating here). Power 3 is more than enough for the displacements. If you want more detail and such,I guess power 4. But people around here with more experience than me can explain you better.
Quick question how do u make only the part people see a displacement? I'm a bit new to this
 

DegruM

L2: Junior Member
Sep 26, 2014
57
6
You select the faces you want to put as a displacement and then you just create the displacement

(you select the certain faces with the texture application tool)
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,699
2,581
Your option now is to just select the other five faces in the displacement editor and hit Destroy.
 

obodobear

L4: Comfortable Member
Mar 15, 2016
172
32
** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "\\app-t12\users19\19grassibr\trade_justplay_436.vmf"

Valve Software - vbsp.exe (Mar 2 2016)
4 threads
materialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading \\app-t12\users19\19grassibr\trade_justplay_436.vmf
Patching WVT material: maps/trade_justplay_436/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/trade_justplay_436/nature/blendgroundtograss007_reducedetail_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_dynamic (-2336.00 542.00 537.04) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1788.0 -1024.0 -412.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1788.0 -1024.0 230.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1788.0 -1024.0 538.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1920.0 -1024.0 -104.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1640.0 -1024.0 -428.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1308.0 -1024.0 -428.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1736.0 -1024.0 -428.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1736.0 -1024.0 108.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
Degenerate Triangle
(-1792.00, 1102.00, 282.00), (-1792.00, 1093.13, 280.54), (-1792.00, 1093.13, 280.54)
Degenerate Triangle
(-1792.00, 1093.13, 280.54), (-1792.00, 1084.25, 279.08), (-1792.00, 1093.13, 280.54)
Degenerate Triangle
(-1792.00, 1084.25, 279.08), (-1792.00, 1084.25, 279.08), (-1792.00, 1093.13, 280.54)
Degenerate Triangle
(-1792.00, 1084.25, 279.08), (-1792.00, 1084.25, 279.08), (-1792.00, 1093.13, 280.54)
Degenerate Triangle
(-1792.00, 1084.25, 279.08), (-1792.00, 1093.13, 280.54), (-1792.00, 1093.13, 280.54)
Degenerate Triangle
(-1792.00, 1093.13, 280.54), (-1792.00, 1102.00, 282.00), (-1792.00, 1093.13, 280.54)
Degenerate Triangle
(-1792.00, 1102.00, 282.00), (-1792.00, 1102.00, 282.00), (-1792.00, 1093.13, 280.54)
Degenerate Triangle
(-1792.00, 1102.00, 282.00), (-1792.00, 1102.00, 282.00), (-1792.00, 1093.13, 280.54)
Degenerate Triangle
(-1792.00, 1066.50, 276.17), (-1792.00, 1075.38, 277.63), (-1792.00, 1075.38, 277.63)
Degenerate Triangle
(-1792.00, 1075.38, 277.63), (-1792.00, 1084.25, 279.08), (-1792.00, 1075.38, 277.63)
Degenerate Triangle
(-1792.00, 1084.25, 279.08), (-1792.00, 1084.25, 279.08), (-1792.00, 1075.38, 277.63)
Degenerate Triangle
(-1792.00, 1084.25, 279.08), (-1792.00, 1084.25, 279.08), (-1792.00, 1075.38, 277.63)
Degenerate Triangle
(-1792.00, 1084.25, 279.08), (-1792.00, 1093.13, 280.54), (-1792.00, 1093.13, 280.54)
Degenerate Triangle
(-1792.00, 1093.13, 280.54), (-1792.00, 1102.00, 282.00), (-1792.00, 1093.13, 280.54)
Degenerate Triangle
(-1792.00, 1102.00, 282.00), (-1792.00, 1102.00, 282.00), (-1792.00, 1093.13, 280.54)
Degenerate Triangle
(-1792.00, 1102.00, 282.00), (-1792.00, 1102.00, 282.00), (-1792.00, 1093.13, 280.54)
Degenerate Triangle
(-1832.00, 1102.00, 280.67), (-1832.00, 1102.00, 280.67), (-1812.00, 1102.00, 281.33)
Degenerate Triangle
(-1832.00, 1102.00, 280.67), (-1832.00, 1102.00, 280.67), (-1812.00, 1102.00, 281.33)
Degenerate Triangle
(-1832.00, 1102.00, 280.67), (-1812.00, 1102.00, 281.33), (-1812.00, 1102.00, 281.33)
Degenerate Triangle
(-1812.00, 1102.00, 281.33), (-1792.00, 1102.00, 282.00), (-1812.00, 1102.00, 281.33)
Degenerate Triangle
(-1792.00, 1102.00, 282.00), (-1792.00, 1102.00, 282.00), (-1812.00, 1102.00, 281.33)
Degenerate Triangle
(-1792.00, 1102.00, 282.00), (-1792.00, 1102.00, 282.00), (-1812.00, 1102.00, 281.33)
Degenerate Triangle
(-1792.00, 1102.00, 282.00), (-1812.00, 1102.00, 281.33), (-1812.00, 1102.00, 281.33)
Degenerate Triangle
(-1812.00, 1102.00, 281.33), (-1832.00, 1102.00, 280.67), (-1812.00, 1102.00, 281.33)
Degenerate Triangle
(-1792.00, 1102.00, 282.00), (-1792.00, 1102.00, 282.00), (-1812.00, 1102.00, 281.33)
Degenerate Triangle
(-1792.00, 1102.00, 282.00), (-1792.00, 1102.00, 282.00), (-1812.00, 1102.00, 281.33)
Degenerate Triangle
(-1792.00, 1102.00, 282.00), (-1812.00, 1102.00, 281.33), (-1812.00, 1102.00, 281.33)
Degenerate Triangle
(-1812.00, 1102.00, 281.33), (-1832.00, 1102.00, 280.67), (-1812.00, 1102.00, 281.33)
Degenerate Triangle
(-1832.00, 1102.00, 280.67), (-1832.00, 1102.00, 280.67), (-1852.00, 1102.00, 280.00)
Degenerate Triangle
(-1832.00, 1102.00, 280.67), (-1832.00, 1102.00, 280.67), (-1852.00, 1102.00, 280.00)
Degenerate Triangle
(-1832.00, 1102.00, 280.67), (-1852.00, 1102.00, 280.00), (-1852.00, 1102.00, 280.00)
Degenerate Triangle
(-1852.00, 1102.00, 280.00), (-1872.00, 1102.00, 279.33), (-1852.00, 1102.00, 280.00)
done (0) (654321 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9.Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
Material NATURE/BLENDGROUNDTOGRASS007_REDUCEDETAIL uses unknown detail object type tf_forest_grass_lowdensity!
..10
Compacting texture/material tables...
Reduced 517 texinfos to 338
Reduced 54 texdatas to 45 (1774 bytes to 1459)
Writing \\app-t12\users19\19grassibr\trade_justplay_436.bsp
Wrote ZIP buffer, estimated size 6775, actual size 5087
2 seconds elapsed

** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "\\app-t12\users19\19grassibr\trade_justplay_436"

Valve Software - vvis.exe (Mar 2 2016)
Can't create LogFile:"\app-t12\users19\19grassibr\trade_justplay_436.log"


** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "\\app-t12\users19\19grassibr\trade_justplay_436"

Valve Software - vrad.exe SSE (Mar 2 2016)

Valve Radiosity Simulator
4 threads
Can't create LogFile:"\app-t12\users19\19grassibr\trade_justplay_436.log"


** Executing...
** Command: Copy File
** Parameters: "\\app-t12\users19\19grassibr\trade_justplay_436.bsp" "D:\Steam\steamapps\common\Team Fortress 2\tf\maps\trade_justplay_436.bsp"


** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" +map "trade_justplay_436" -steam


This is the compiling process with this different power 3 displacement (deleted the others) But it's still not showing up even deleted a couple faces is it because of the water texture? Also is it possible to make a water displacement that works like a regular water brush?
 

Attachments

  • displacement.png
    displacement.png
    56.1 KB · Views: 286

obodobear

L4: Comfortable Member
Mar 15, 2016
172
32
Also there is this grass displacement but it's been working without a problem (power 3 as well)
 

Attachments

  • grass dis.png
    grass dis.png
    253 KB · Views: 257

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
912
1,741
**** leaked ****
Entity prop_dynamic (-2336.00 542.00 537.04) leaked!
First, you have a leak, I would highly suggest fixing that!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1788.0 -1024.0 -412.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:
I know these are errors, but I believe they would be fixed if you patch that leak.

WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
Dont use power 4 displacements, they can cause physics errors and other types of errors. Always stick to power 3 or 2.

There are a lot more errors, but I dont really have the times, sorry. Instead, you can copy and paste your compile log into the Interlopers Compile Checker: http://www.interlopers.net/errors/ . This will give you a list of all the errors in your map, including the some I mentioned.
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
912
1,741
Also, when only making displacements on the faces you need, open on the texture application tool, and click on the top face of the brush.

Screenshot (178).png


Then go to the displacement tab, and hit create.

Screenshot (179).png


Select power 3, and then you are done!

Screenshot (180).png


For more displacement help, Freyja made a great guide http://tf2maps.net/threads/guide-displacements-basic-construction-part-1.24966/

You can also find many Youtube tutorials on displacements.
 

obodobear

L4: Comfortable Member
Mar 15, 2016
172
32
ok that makes more sense thank you. I ended up just deleting the dispalcement because a waterfall is really annoyingly difficult to make but it will be good for future reference
 

Crowbar

aa
Dec 19, 2015
1,455
1,298
So, things you DON'T do with displacements:
- try to seal the map with them (they simply are non-solid geometry, so won't seal the map)
- try to make them an entity (will not cause errors until compiles, but it prevents VBSP from doing its work, including generating the map file itself)
- make more displacements than seen by players
- make power 4 displacements without disabling any physics on it (power 2 is enough in almost any case)
- apply a non-rendered texture on a displacement (like nodraw. A displacement must have a rendered texture)
 

obodobear

L4: Comfortable Member
Mar 15, 2016
172
32
thanks for the help!