• My displacements are invisible!
    14 replies, posted
Please help, I've tried EVERYTHING that I know... When I compile my map the displacement is invisible and not solid... heres my compile log. [code] ** Executing... ** Command: "d:\program files\steam\steamapps\joannou1\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "d:\program files\steam\steamapps\joannou1\half-life 2 episode two\ep2" "C:\Users\Johnny\Desktop\maps\debug" Valve Software - vbsp.exe (May 19 2009) 4 threads materialPath: d:\program files\steam\steamapps\joannou1\half-life 2 episode two\ep2\materials Loading C:\Users\Johnny\Desktop\maps\debug.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Johnny\Desktop\maps\debug.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (45474 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 332 texinfos to 156 Reduced 33 texdatas to 25 (1158 bytes to 906) Writing C:\Users\Johnny\Desktop\maps\debug.bsp 2 seconds elapsed ** Executing... ** Command: "d:\program files\steam\steamapps\joannou1\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "d:\program files\steam\steamapps\joannou1\half-life 2 episode two\ep2" -fast "C:\Users\Johnny\Desktop\maps\debug" Valve Software - vvis.exe (May 19 2009) fastvis = true 4 threads reading c:\users\johnny\desktop\maps\debug.bsp reading c:\users\johnny\desktop\maps\debug.prt 1123 portalclusters 2517 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 143 visible clusters (0.00%) Total clusters visible: 1245420 Average clusters visible: 1109 Building PAS... Average clusters audible: 1123 visdatasize:324769 compressed from 323424 writing c:\users\johnny\desktop\maps\debug.bsp 0 seconds elapsed ** Executing... ** Command: "d:\program files\steam\steamapps\joannou1\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "d:\program files\steam\steamapps\joannou1\half-life 2 episode two\ep2" -noextra "C:\Users\Johnny\Desktop\maps\debug" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\johnny\desktop\maps\debug.bsp Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Setting up ray-trace acceleration structure... Done (0.33 seconds) 2837 faces 30888746 square feet [4447979520.00 square inches] 6 Displacements 13416096 Square Feet [1931917824.00 Square Inches] 2837 patches before subdivision 22281 patches after subdivision sun extent from map=0.000000 7 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 (19) transfers 543068, max 362 transfer lists: 4.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(45315, 40685, 29513) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(13964, 11685, 7621) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(4816, 3709, 2078) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(1661, 1180, 565) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(578, 378, 154) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(202, 121, 42) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(71, 39, 11) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(25, 13, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(9, 4, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(3, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #11 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0270 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11) 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 (34) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 20/1024 960/49152 ( 2.0%) brushes 115/8192 1380/98304 ( 1.4%) brushsides 703/65536 5624/524288 ( 1.1%) planes 634/65536 12680/1310720 ( 1.0%) vertexes 3144/65536 37728/786432 ( 4.8%) nodes 3428/65536 109696/2097152 ( 5.2%) texinfos 156/12288 11232/884736 ( 1.3%) texdata 25/2048 800/65536 ( 1.2%) dispinfos 6/0 1056/0 ( 0.0%) disp_verts 1734/0 34680/0 ( 0.0%) disp_tris 3072/0 6144/0 ( 0.0%) disp_lmsamples 148393/0 148393/0 ( 0.0%) faces 2837/65536 158872/3670016 ( 4.3%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 420/65536 23520/3670016 ( 0.6%) leaves 3449/65536 110368/2097152 ( 5.3%) leaffaces 2871/65536 5742/131072 ( 4.4%) leafbrushes 2163/65536 4326/131072 ( 3.3%) areas 2/256 16/2048 ( 0.8%) surfedges 13408/512000 53632/2048000 ( 2.6%) edges 6993/256000 27972/1024000 ( 2.7%) LDR worldlights 7/8192 616/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 44/32768 440/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 582/65536 1164/131072 ( 0.9%) cubemapsamples 5/1024 80/16384 ( 0.5%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 2152476/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 324769/16777216 ( 1.9%) entdata [variable] 26054/393216 ( 6.6%) LDR ambient table 3449/65536 13796/262144 ( 5.3%) HDR ambient table 3449/65536 13796/262144 ( 5.3%) LDR leaf ambient 12156/65536 340368/1835008 (18.5%) HDR leaf ambient 3449/65536 96572/1835008 ( 5.3%) 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] 1/12 ( 8.3%) pakfile [variable] 638542/0 ( 0.0%) physics [variable] 45474/4194304 ( 1.1%) physics terrain [variable] 868/1048576 ( 0.1%) Level flags = 0 Total triangle count: 6054 Writing c:\users\johnny\desktop\maps\debug.bsp 1 minute, 10 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Johnny\Desktop\maps\debug.bsp" "d:\program files\steam\steamapps\joannou1\half-life 2 episode two\ep2\maps\debug.bsp" ** Executing... ** Command: d:\program files\steam\steam.exe ** Parameters: -applaunch 420 -game "d:\program files\steam\steamapps\joannou1\half-life 2 episode two\ep2" +map "debug" [/code] Before that, I had been compiling stuff and it said other stuff like... Displacement is abutting another edge or something.. and other stuff like CONTENTS_SOLID leaf 0 1.. stuff like that.. Please help Thanks
put compile logs in "[code]" format, please? [editline]09:50AM[/editline] did you use the Interloper's log checker first?
[code]** Executing... ** Command: "d:\program files\steam\steamapps\joannou1\sourcesdk\bin\orang ebox\bin\vbsp.exe" ** Parameters: -game "d:\program files\steam\steamapps\joannou1\half-life 2 episode two\ep2" "C:\Users\Johnny\Desktop\maps\debug" Valve Software - vbsp.exe (May 19 2009) 4 threads materialPath: d:\program files\steam\steamapps\joannou1\half-life 2 episode two\ep2\materials Loading C:\Users\Johnny\Desktop\maps\debug.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Johnny\Desktop\maps\debug.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Finding displacement neighbors... Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (45474 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 332 texinfos to 156 Reduced 33 texdatas to 25 (1158 bytes to 906) Writing C:\Users\Johnny\Desktop\maps\debug.bsp 2 seconds elapsed ** Executing... ** Command: "d:\program files\steam\steamapps\joannou1\sourcesdk\bin\orang ebox\bin\vvis.exe" ** Parameters: -game "d:\program files\steam\steamapps\joannou1\half-life 2 episode two\ep2" -fast "C:\Users\Johnny\Desktop\maps\debug" Valve Software - vvis.exe (May 19 2009) fastvis = true 4 threads reading c:\users\johnny\desktop\maps\debug.bsp reading c:\users\johnny\desktop\maps\debug.prt 1123 portalclusters 2517 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 143 visible clusters (0.00%) Total clusters visible: 1245420 Average clusters visible: 1109 Building PAS... Average clusters audible: 1123 visdatasize:324769 compressed from 323424 writing c:\users\johnny\desktop\maps\debug.bsp 0 seconds elapsed ** Executing... ** Command: "d:\program files\steam\steamapps\joannou1\sourcesdk\bin\orang ebox\bin\vrad.exe" ** Parameters: -game "d:\program files\steam\steamapps\joannou1\half-life 2 episode two\ep2" -noextra "C:\Users\Johnny\Desktop\maps\debug" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\johnny\desktop\maps\debug.bsp Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Setting up ray-trace acceleration structure... Done (0.33 seconds) 2837 faces 30888746 square feet [4447979520.00 square inches] 6 Displacements 13416096 Square Feet [1931917824.00 Square Inches] 2837 patches before subdivision 22281 patches after subdivision sun extent from map=0.000000 7 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 (19) transfers 543068, max 362 transfer lists: 4.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(45315, 40685, 29513) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(13964, 11685, 7621) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(4816, 3709, 2078) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(1661, 1180, 565) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(578, 378, 154) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(202, 121, 42) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(71, 39, 11) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(25, 13, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(9, 4, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(3, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #11 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0270 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11) 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 (34) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 20/1024 960/49152 ( 2.0%) brushes 115/8192 1380/98304 ( 1.4%) brushsides 703/65536 5624/524288 ( 1.1%) planes 634/65536 12680/1310720 ( 1.0%) vertexes 3144/65536 37728/786432 ( 4.8%) nodes 3428/65536 109696/2097152 ( 5.2%) texinfos 156/12288 11232/884736 ( 1.3%) texdata 25/2048 800/65536 ( 1.2%) dispinfos 6/0 1056/0 ( 0.0%) disp_verts 1734/0 34680/0 ( 0.0%) disp_tris 3072/0 6144/0 ( 0.0%) disp_lmsamples 148393/0 148393/0 ( 0.0%) faces 2837/65536 158872/3670016 ( 4.3%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 420/65536 23520/3670016 ( 0.6%) leaves 3449/65536 110368/2097152 ( 5.3%) leaffaces 2871/65536 5742/131072 ( 4.4%) leafbrushes 2163/65536 4326/131072 ( 3.3%) areas 2/256 16/2048 ( 0.8%) surfedges 13408/512000 53632/2048000 ( 2.6%) edges 6993/256000 27972/1024000 ( 2.7%) LDR worldlights 7/8192 616/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 44/32768 440/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 582/65536 1164/131072 ( 0.9%) cubemapsamples 5/1024 80/16384 ( 0.5%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 2152476/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 324769/16777216 ( 1.9%) entdata [variable] 26054/393216 ( 6.6%) LDR ambient table 3449/65536 13796/262144 ( 5.3%) HDR ambient table 3449/65536 13796/262144 ( 5.3%) LDR leaf ambient 12156/65536 340368/1835008 (18.5%) HDR leaf ambient 3449/65536 96572/1835008 ( 5.3%) 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] 1/12 ( 8.3%) pakfile [variable] 638542/0 ( 0.0%) physics [variable] 45474/4194304 ( 1.1%) physics terrain [variable] 868/1048576 ( 0.1%) Level flags = 0 Total triangle count: 6054 Writing c:\users\johnny\desktop\maps\debug.bsp 1 minute, 10 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Johnny\Desktop\maps\debug.bsp" "d:\program files\steam\steamapps\joannou1\half-life 2 episode two\ep2\maps\debug.bsp" ** Executing... ** Command: d:\program files\steam\steam.exe ** Parameters: -applaunch 420 -game "d:\program files\steam\steamapps\joannou1\half-life 2 episode two\ep2" +map "debug"[/code] [noparse][code][/code][/noparse] in the future, please, Anyway, interlopers tells me you're running vvis on fast. Turn it to normaland try that. If that doesn't help then idk. Oh, wait, make sure your displacement is a power of three or lower as well. [editline]05:51PM[/editline] Lol, epic ninja'd.
is there nodraw on your displacements???
Hmm ok, Ill try both. Just a question Why is power of 4 bad? and yes, I did try the interloopers log checker. It didnt tell me much... I tried to use it on the recent compile and it doesnt read the .log file correctly.
[QUOTE=flippy645;20330513]is there nodraw on your displacements???[/QUOTE] No no-draw on my displacements :/
Power of four just causes all types of problems. Well, can. If not handled properly it can cause crashing when you touch it among other problems. Power of three can if you [i]really[/i] fuck it up, but usually 3 and lower is safe, albeit not as detailed.
Well, I'm compiling, It will be a few more mins. (because its not on fast) [editline]03:42PM[/editline] !!! It didn't work!! Everything is still invisible..
What power is the displacement?
3
[QUOTE=Joannou1;20330531]No no-draw on my displacements :/[/QUOTE] It wouldn't matter anyway, no draw will actually appear if it's on a displacement.
[QUOTE=Joannou1;20332904]3[/QUOTE] Well... if it you varied the height enough, it [i]could[/i] cause this, I suppose, so just remake the displacement. Or does this happen to all of them? Because if it does just make an entirely new map, make one displacement with a power of three, cordon it off, and test it to see if that always happens or if it's just that one map.
How about a picture so we can better help you, both of it in-game and in-hammer
[QUOTE=laharlsblade;20330599]Power of four just causes all types of problems. Well, can. If not handled properly it can cause crashing when you touch it among other problems. Power of three can if you [i]really[/i] fuck it up, but usually 3 and lower is safe, albeit not as detailed.[/QUOTE] You don't know what you're on about do you? A high density of displacement vertices causes an Orange Box engine crash when rendered. Displacements not appearing is not the same issue. (FYI a power 3 displacement can be just as detailed as a power 4, you simply have to make it smaller)
There is one error in your compile log. It would probably make a big difference by compiling with vis on normal not fast. The error log clearly shows that you were running vvis on fast. Don't do that it causes weird things to happen to your map. I've learned that the hard way.
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