Hello there! im having a issue with hammer editor in Gmod. The issue is that i had saved my map but when i play it, it still has the older version, also when i tried to rename it it didnt create a bsp file. i don't know what to do. also im very beginner at hammer.
Sorry for bad english ;/
PS. Please help fast i need to have that map in this week :(
[QUOTE]Error: displacement found on a(n) func_brush entity - not supported (entity 619, brush 0)[/QUOTE]
You have a displacement tied to an entity, which VBSP doesn't like.
Find whatever displacement is tied to a func_brush entity and move it back to the world (Ctrl+Shift+W)
Your map should compile then.
But how to do so? im really bad at hammer. Also i have quite big map
Go to VisGroups, then click on 'Auto', then scroll down a bit and click on 'Displacements'.
[t]http://i.imgur.com/NR6KJow.png[/t]
This should make it so that the only things showing up are your displacements.
[t]http://i.imgur.com/XujQKH3.png[/t]
In one of your 2D views, click-hold-drag your mouse over them, so that they're all selected, like this:
[t]http://i.imgur.com/9n4A6eG.png[/t]
Then, hold down Control+Shift+W and it should turn all of your displacements back into worldbrushes.
Finally, double-click 'Auto' back under VisGroups and it should bring everything back.
After doing this, your map should compile just fine.
Hopefully I didn't leave anything out.
I did what you suggested but it still doesnt overwrite my map :O (also i dont have any displacements right now(theres no displacements bar))
[QUOTE=TrolEjny;48435529]I did what you suggested but it still doesnt overwrite my map :O (also i dont have any displacements right now(theres no displacements bar))[/QUOTE]
There might be a single brush face which has been converted by accident to displacement.
[QUOTE=1 Duck;48435612]There might be a single brush face which has been converted by accident to displacement.[/QUOTE]
But i dont have even 1 displacement
you need to find the func_brush entity because the displacement won't show up as a displacement but a func_brush entity
But i need func_brush'es in my map for the easter eggs ;/
[QUOTE=TrolEjny;48436215]But i need func_brush'es in my map for the easter eggs ;/[/QUOTE]
You can, but from your compile log, you have a displacement tied to a func_brush. Once you destroy that displacement you will be fine.
Does your map compile if you hide brush entities and or displacements in Vis groups?
i can play but it still doesnt overwrite map files ;( also i dont have a displacements vis group
do you have many func_brush ? if not using the entity report tool select and goto each func_brush then hit h key to hide it and compile the map if the bsp doesn't change hit u key to unhide the entity keep doing that until you find the func_brush thats causing error then unhide it and delete it then make a new func_brush and compile your map
now as i watched throught map props and other stuff do save, but textures and blocks that i did after this wierd bug dont...
EDIT: also i have shit tons of brushes becouse of zombie spawns
Do you get the same error in the compile log or is there a new one ?
Static prop models/props_wasteland/light_spotlight01_lamp.mdl outside the map (-1836.91, -97.61, 596.28)
Static prop models/props_wasteland/light_spotlight01_lamp.mdl outside the map (-1856.22, -97.73, 596.58)
Static prop models/props_wasteland/light_spotlight01_lamp.mdl outside the map (-1847.18, -97.59, 618.82)
Static prop models/props_wasteland/light_spotlight01_lamp.mdl outside the map (-1846.80, -98.74, 641.07)
Static prop models/props_wasteland/light_spotlight01_lamp.mdl outside the map (-1848.25, -98.86, 663.31)
Static prop models/props_wasteland/light_spotlight01_lamp.mdl outside the map (-1848.14, -98.66, 685.55)
Static prop models/props_wasteland/light_spotlight01_lamp.mdl outside the map (-1848.11, -99.66, 707.80)
1 second elapsed
those need fixing click view then goto co ordinates and put the numbers after each mdl in the space i.e -1836.91 -97.61 596.28 you'll then snap to the mdl so you can move it in to the map ,, save and compile
[CODE]onlyents = true[/CODE]
Why are you compilling with [B]-onlyents[/B]? It doesn't modify the brushes at all, which could explain why it doesn't create a new .BSP, as it only servers to update entities in an already existing map file.
i actually delete those but it still doesnt overwrite :O
Edit:
oh i did had checked onlyent but when i chose Normal it still doesnt make a new BSP
[editline]12th August 2015[/editline]
also when i compile it vrad.exe stops working
[editline]12th August 2015[/editline]
and when it ends compiling my game starts and after 10 seconds it quits the game
here is the compile ** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\source_content\mapsrc\zs_Cls_Bunker.vmf"
Valve Software - vbsp.exe (Dec 9 2014)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\source_content\mapsrc\zs_Cls_Bunker.vmf
Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_day01_09_hdrft)
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Error: displacement found on a(n) func_brush entity - not supported (entity 625, brush 0)
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\source_content\mapsrc\zs_Cls_Bunker"
Valve Software - vvis.exe (Dec 9 2014)
4 threads
reading c:\program files (x86)\steam\steamapps\common\garrysmod\source_content\mapsrc\zs_Cls_Bunker.bsp
reading c:\program files (x86)\steam\steamapps\common\garrysmod\source_content\mapsrc\zs_Cls_Bunker.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\garrysmod\source_content\mapsrc\zs_Cls_Bunker.prt
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\bin\vrad.exe"
** Parameters: -both -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\source_content\mapsrc\zs_Cls_Bunker"
Valve Software - vrad.exe SSE (Dec 9 2014)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\garrysmod\source_content\mapsrc\zs_Cls_Bunker.bsp
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\source_content\mapsrc\zs_Cls_Bunker.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod\maps\zs_Cls_Bunker.bsp"
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\garrysmod" +map "zs_Cls_Bunker"
you still have Error: displacement found on a(n) func_brush entity - not supported (entity 625, brush 0)
you need to fix that ,, install notepad ++ and open the vmf with it then search >> find entity then click next until you see "id" "625" it'll like this
entity
{
"id" "1190"
"classname" "path_track"
"angles" "0 0 0"
"orientationtype" "1"
"radius" "0"
"speed" "0"
"target" "a"
"targetname" "b"
"origin" "-1399 1184 1376"
editor
{
"color" "255 192 0"
"visgroupshown" "1"
"visgroupautoshown" "1"
"logicalpos" "[0 6500]"
}
}
then delete that block, save it then open the vmf in hammer and see if you find the emtpy area where that entity was and remake it then recompile your map ::)
i searched for that entity but theres nothing like that (it says that it couldnt find that text)
post a link to dl ur vmf so i can take a look :)
all of it?
or only entites?
put the vmf on [url]https://www.mediafire.com/[/url] or dropbox if you have that :)
i've looked at the vmf, is this a decompiled map ? just asking because theres two anti decompile tricks in it 1 a blank entity and 2 a made up entity ,, nvm thou there are displacements in the map and there tied to func_brush and func_detail they are above where the compile apc's are in what looks like a damaged ceiling if you click on them then rigt click them and move to world theres 4 in total the map will then compile with no problems
Thank you guys very much!! Love you guys!!! Map finally compiles ^^ i don't know what so say :O you guys are so awesome!
Sorry, you need to Log In to post a reply to this thread.