Problem w/ displacements

Discussion in 'Mapping Questions & Discussion' started by obodobear, May 17, 2016.

  1. obodobear

    obodobear L4: Comfortable Member

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    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?
     

    Attached Files:

  2. Umaroth-24

    Umaroth-24 L2: Junior Member

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    When i had the same problem it was because of a non quad displacement. So maybe you have a displacement with more then 4 sides, then that will proably cause that error.

    if that is the case, it will in your compilelog as well.
     
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  3. Vel0city

    aa Vel0city func_fish

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    What does your compile log say?
     
  4. RataDeOrdenador

    RataDeOrdenador L5: Dapper Member

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    [​IMG]

    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.
     
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  5. sooshey

    aa sooshey :3c

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    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.
     
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  6. obodobear

    obodobear L4: Comfortable Member

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    Thanks guys I'll get my compile log as soon as posibble
     
  7. obodobear

    obodobear L4: Comfortable Member

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    Quick question how do u make only the part people see a displacement? I'm a bit new to this
     
  8. DegruM

    DegruM L2: Junior Member

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    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)
     
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  9. Pocket

    aa Pocket func_croc

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    Your option now is to just select the other five faces in the displacement editor and hit Destroy.
     
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  10. obodobear

    obodobear L4: Comfortable Member

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    ** 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?
     

    Attached Files:

  11. obodobear

    obodobear L4: Comfortable Member

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    Also there is this grass displacement but it's been working without a problem (power 3 as well)
     

    Attached Files:

  12. Nicky

    aa Nicky Lets try something new!

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    First, you have a leak, I would highly suggest fixing that!

    I know these are errors, but I believe they would be fixed if you patch that leak.

    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.
     
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  13. Nicky

    aa Nicky Lets try something new!

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    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.
     
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  14. obodobear

    obodobear L4: Comfortable Member

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    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
     
  15. Crowbar

    aa Crowbar perfektoberfest

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    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)
     
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  16. obodobear

    obodobear L4: Comfortable Member

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    thanks for the help!