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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