• Displacements suddenly turning black?
    3 replies, posted
After spending a good long time making a high detail canyon raceway for boats and planes, I decided to allow raising/lowering of the water via func_water_analog. This was all fine and dandy until I messed with the water max hight a bit. Whada ya know? displacements all turned black, and have no texture as far as I can see. They worked fine up until I ajusted the max hight of the water. It first happened once, and after moving the water around a bit, it fixed, then when I reajusted the maxhight again, the issue reoccured and is not fixing. At first the water was black as well. Changing its material fixed it, however changing the material of the canyon did not help at all. That alone broke everything. Anyone know why, and/or how to fix? [code] ** Executing... ** Command: "c:\video games\steam\steamapps\a_random_newt\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\video games\steam\steamapps\a_random_newt\half-life 2\hl2" "C:\Video games\Steam\steamapps\a_random_newt\sourcesdk_content\hl2\mapsrc\gm_grasscanyon" Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: c:\video games\steam\steamapps\a_random_newt\half-life 2\hl2\materials Loading C:\Video games\Steam\steamapps\a_random_newt\sourcesdk_content\hl2\mapsrc\gm_grasscanyon.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) 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) writing C:\Video games\Steam\steamapps\a_random_newt\sourcesdk_content\hl2\mapsrc\gm_grasscanyon.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt Run buildcubemaps in the engine to get the correct cube maps. No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt" Can't load skybox file skybox/sky_day01_01 to build the default cubemap! Finding displacement neighbors... Found a displacement edge abutting multiple other edges. Warning: overflowed 623 displacement corner-neighbor lists.Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (0) (21271 bytes) Placing detail props : 0...1.Error! Too many detail props emitted on this map! ** Executing... ** Command: "c:\video games\steam\steamapps\a_random_newt\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\video games\steam\steamapps\a_random_newt\half-life 2\hl2" -fast "C:\Video games\Steam\steamapps\a_random_newt\sourcesdk_content\hl2\mapsrc\gm_grasscanyon" Valve Software - vvis.exe (Nov 8 2007) fastvis = true 2 threads reading c:\video games\steam\steamapps\a_random_newt\sourcesdk_content\hl2\mapsrc\gm_grasscanyon.bsp reading c:\video games\steam\steamapps\a_random_newt\sourcesdk_content\hl2\mapsrc\gm_grasscanyon.prt 2600 portalclusters 5767 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (5) Optimized: 212975 visible clusters (0.00%) Total clusters visible: 4661913 Average clusters visible: 1793 Building PAS... Average clusters audible: 2600 visdatasize:1657928 compressed from 1705600 writing c:\video games\steam\steamapps\a_random_newt\sourcesdk_content\hl2\mapsrc\gm_grasscanyon.bsp 6 seconds elapsed ** Executing... ** Command: "c:\video games\steam\steamapps\a_random_newt\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\video games\steam\steamapps\a_random_newt\half-life 2\hl2" -noextra "C:\Video games\Steam\steamapps\a_random_newt\sourcesdk_content\hl2\mapsrc\gm_grasscanyon" Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 2 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\video games\steam\steamapps\a_random_newt\sourcesdk_content\hl2\mapsrc\gm_grasscanyon.bsp 6064 faces 66348942 square feet [9554247680.00 square inches] 774 displacements 9834862 square feet [1416220160.00 square inches] 6064 patches before subdivision 12304 patches after subdivision 0 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (53) transfers 2827943, max 999 transfer lists: 21.6 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0191 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) 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 12/1024 576/49152 ( 1.2%) brushes 50/8192 600/98304 ( 0.6%) brushsides 320/65536 2560/524288 ( 0.5%) planes 554/65536 11080/1310720 ( 0.8%) vertexes 6358/65536 76296/786432 ( 9.7%) nodes 6296/65536 201472/2097152 ( 9.6%) texinfos 101/12288 7272/884736 ( 0.8%) texdata 11/2048 352/65536 ( 0.5%) dispinfos 774/0 136224/0 ( 0.0%) disp_verts 223686/0 4473720/0 ( 0.0%) disp_tris 396288/0 792576/0 ( 0.0%) disp_lmsamples 3096/0 3096/0 ( 0.0%) faces 6064/65536 339584/3670016 ( 9.3%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1000/65536 56000/3670016 ( 1.5%) leaves 6309/65536 201888/2097152 ( 9.6%) leaffaces 5421/65536 10842/131072 ( 8.3%) leafbrushes 3679/65536 7358/131072 ( 5.6%) areas 2/256 16/2048 ( 0.8%) surfedges 28498/512000 113992/2048000 ( 5.6%) edges 14548/256000 58192/1024000 ( 5.7%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 17/32768 170/327680 ( 0.1%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 216/65536 432/131072 ( 0.3%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 315540/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 1657928/16777216 ( 9.9%) entdata [variable] 3057/393216 ( 0.8%) LDR leaf ambient 6309/65536 151416/1572864 ( 9.6%) HDR leaf ambient 0/65536 0/1572864 ( 0.0%) 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] 10349/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 21413/4194304 ( 0.5%) ==== Total Win32 BSP file data space used: 8654003 bytes ==== Total triangle count: 12354 Writing c:\video games\steam\steamapps\a_random_newt\sourcesdk_content\hl2\mapsrc\gm_grasscanyon.bsp 1 minute, 1 second elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Video games\Steam\steamapps\a_random_newt\sourcesdk_content\hl2\mapsrc\gm_grasscanyon.bsp" "c:\video games\steam\steamapps\a_random_newt\half-life 2\hl2\maps\gm_grasscanyon.bsp" ** Executing... ** Command: "c:\video games\steam\steamapps\a_random_newt\half-life 2\hl2.exe" ** Parameters: -game "c:\video games\steam\steamapps\a_random_newt\half-life 2\hl2" +map "gm_grasscanyon" [/code]
[code]Placing detail props : 0...1.Error! Too many detail props emitted on this map![/code] [quote]The amount of detail props (the grasses and such that automatically appear on displacements with certain textures) has exceeded the maximum number of allowable detail props. Solution: Either reduce the amount of textures/displacements which cause these props to appear, or edit the texture's vmt's to decrease the number of detail props those textures emit.[/quote]
[QUOTE=Firegod522;24277890][code]Placing detail props : 0...1.Error! Too many detail props emitted on this map![/code][/QUOTE] thanks. Will do.
I guess, make sure you're not using model textures on your displacements is all the advice I can give, if fixing the detail props doesn't help.
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