Map won't update.

Need some mapping help.

By Bojero 6 years ago

I'm sure I've compiled and all.. Basically, my map isn't updating after I compile.

Here's what it looks like in-game (looked the same before the second compile too):

and here's a Hammer screenshot:

Compile Log ::

** Executing... ** Command: "c:\program files\steam\steamapps\bojero\sourcesdk\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\bojero\counter-strike source\cstrike" "C:\Program Files\Steam\SteamApps\bojero\sourcesdk_content\cstrike\mapsrc\boj_testin" Valve Software - vbsp.exe (Dec 11 2006) 1 threads materialPath: c:\program files\steam\steamapps\bojero\counter-strike source\cstrike\materials Loading C:\Program Files\Steam\SteamApps\bojero\sourcesdk_content\cstrike\mapsrc\boj_testin.vmf Error: displacement found on a(n) func_detail entity - not supported ** Executing... ** Command: "c:\program files\steam\steamapps\bojero\sourcesdk\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\bojero\counter-strike source\cstrike" "C:\Program Files\Steam\SteamApps\bojero\sourcesdk_content\cstrike\mapsrc\boj_testin" Valve Software - vvis.exe (May 22 2006) 1 threads reading c:\program files\steam\steamapps\bojero\sourcesdk_content\cstrike\mapsrc\boj_testin.bsp reading c:\program files\steam\steamapps\bojero\sourcesdk_content\cstrike\mapsrc\boj_testin.prt LoadPortals: couldn't read c:\program files\steam\steamapps\bojero\sourcesdk_content\cstrike\mapsrc\boj_testin.prt ** Executing... ** Command: "c:\program files\steam\steamapps\bojero\sourcesdk\bin\vrad.exe" ** Parameters: -both -game "c:\program files\steam\steamapps\bojero\counter-strike source\cstrike" "C:\Program Files\Steam\SteamApps\bojero\sourcesdk_content\cstrike\mapsrc\boj_testin" Valve Software - vrad.exe SSE (May 22 2006) ----- Radiosity Simulator ---- 1 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading c:\program files\steam\steamapps\bojero\sourcesdk_content\cstrike\mapsrc\boj_testin.bsp 148 faces 14943 square feet [2151902.00 square inches] 0 displacements 0 square feet [0.00 square inches] 148 patches before subdivision 1304 patches after subdivision 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0) transfers 46343, max 136 transfer lists: 0.4 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(44215, 31867, 16583) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(6462, 4277, 2074) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(1539, 870, 366) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(311, 152, 60) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(75, 31, 11) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(17, 6, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(4, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0014 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. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10 Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 3/1024 144/49152 ( 0.3%) brushes 43/8192 516/98304 ( 0.5%) brushsides 258/65536 2064/524288 ( 0.4%) planes 154/65536 3080/1310720 ( 0.2%) vertexes 317/65536 3804/786432 ( 0.5%) nodes 110/65536 3520/2097152 ( 0.2%) texinfos 31/12288 2232/884736 ( 0.3%) texdata 13/2048 416/65536 ( 0.6%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 148/65536 8288/3670016 ( 0.2%) hdr faces 148/65536 8288/3670016 ( 0.2%) origfaces 101/65536 5656/3670016 ( 0.2%) leaves 114/65536 3648/2097152 ( 0.2%) leaffaces 190/65536 380/131072 ( 0.3%) leafbrushes 73/65536 146/131072 ( 0.1%) areas 2/256 16/2048 ( 0.8%) surfedges 1086/512000 4344/2048000 ( 0.2%) edges 662/256000 2648/1024000 ( 0.3%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 2/8192 176/720896 ( 0.0%) waterstrips 6/32768 60/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 96/65536 192/131072 ( 0.1%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 38904/0 ( 0.0%) HDR lightdata [variable] 38904/0 ( 0.0%) visdata [variable] 837/16777216 ( 0.0%) entdata [variable] 3726/393216 ( 0.9%) LDR leaf ambient 114/65536 2736/1572864 ( 0.2%) HDR leaf ambient 114/65536 2736/1572864 ( 0.2%) 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] 1/268 ( 0.4%) pakfile [variable] 22010/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 15824/4194304 ( 0.4%) ==== Total Win32 BSP file data space used: 175489 bytes ==== Total triangle count: 386 Writing c:\program files\steam\steamapps\bojero\sourcesdk_content\cstrike\mapsrc\boj_testin.bsp 6 seconds elapsed Valve Software - vrad.exe SSE (May 22 2006) ----- Radiosity Simulator ---- 1 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading c:\program files\steam\steamapps\bojero\sourcesdk_content\cstrike\mapsrc\boj_testin.bsp 148 faces 14943 square feet [2151902.00 square inches] 0 displacements 0 square feet [0.00 square inches] 148 patches before subdivision 1304 patches after subdivision 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1) transfers 46343, max 136 transfer lists: 0.4 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(84, 76, 66) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(12, 10, 8) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(3, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0013 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. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10 Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 3/1024 144/49152 ( 0.3%) brushes 43/8192 516/98304 ( 0.5%) brushsides 258/65536 2064/524288 ( 0.4%) planes 154/65536 3080/1310720 ( 0.2%) vertexes 317/65536 3804/786432 ( 0.5%) nodes 110/65536 3520/2097152 ( 0.2%) texinfos 31/12288 2232/884736 ( 0.3%) texdata 13/2048 416/65536 ( 0.6%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 148/65536 8288/3670016 ( 0.2%) hdr faces 148/65536 8288/3670016 ( 0.2%) origfaces 101/65536 5656/3670016 ( 0.2%) leaves 114/65536 3648/2097152 ( 0.2%) leaffaces 190/65536 380/131072 ( 0.3%) leafbrushes 73/65536 146/131072 ( 0.1%) areas 2/256 16/2048 ( 0.8%) surfedges 1086/512000 4344/2048000 ( 0.2%) edges 662/256000 2648/1024000 ( 0.3%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 2/8192 176/720896 ( 0.0%) waterstrips 6/32768 60/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 96/65536 192/131072 ( 0.1%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 38904/0 ( 0.0%) HDR lightdata [variable] 38904/0 ( 0.0%) visdata [variable] 837/16777216 ( 0.0%) entdata [variable] 3726/393216 ( 0.9%) LDR leaf ambient 114/65536 2736/1572864 ( 0.2%) HDR leaf ambient 114/65536 2736/1572864 ( 0.2%) 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] 1/268 ( 0.4%) pakfile [variable] 22010/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 15824/4194304 ( 0.4%) ==== Total Win32 BSP file data space used: 175489 bytes ==== Total triangle count: 386 Writing c:\program files\steam\steamapps\bojero\sourcesdk_content\cstrike\mapsrc\boj_testin.bsp 4 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Steam\SteamApps\bojero\sourcesdk_content\cstrike\mapsrc\boj_testin.bsp" "c:\program files\steam\steamapps\bojero\counter-strike source\cstrike\maps\boj_testin.bsp"
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  • Misto's Levels
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    Posted 6 years ago

    Error: displacement found on a(n) func_detail entity - not supported

    Your can't have displacements tied to an entity. Fix that then it should update when you compile.

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  • Bojero's Levels
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    Posted 6 years ago

    I'd need to find the entity.. Is there any way to tell what it's called from the compile log?

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  • Logan Dougall's Levels
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    Posted 6 years ago

    In hammer view, right side panel. go to the auto vis groups, uncheck all, go through the tree and select the detail group. It will show all func_detail and you can see where your displacement is, alternatively use only the displacement group and you can muddle through that way as well.

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  • Bojero's Levels
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    Posted 6 years ago

    Isn't func_detail used to help compile the map faster in cases where there's complex shapes like spheres etc.

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  • Logan Dougall's Levels
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    Posted 6 years ago

    Displacements cannot be entity's, simple as that. Only tie normal brush's to func_detail, nothing else.

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  • Crazypip666's Levels
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    Posted 6 years ago

    Funcdetail should be used on anything which doesn't significantly block visibility. If you made a sphere by subdividing a cube, that should not be a funcdetail since it is a displacement.

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  • Bojero's Levels
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    Posted 6 years ago

    I see. If I made a sphere using the brush however, I would be able to tie it to func_detail? Right?

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    Posted 6 years ago

    Yes that is correct.

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  • Bojero's Levels
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    Posted 6 years ago

    Well guys, thanks for the help. I think you deserve a thumb for helping me.

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