Another few mapping questions.

  1. I’m doing a cave, and a part is sealed off by a chainlink fence. I put 2 headcrabs behind the fence, and when they walk off, they dissapear for some reason. NOTE: The ground that they are on has displacements.

  2. Sometimes, when you get near a displaced wall, you see the void for some reason. NOTE: I’m running HDR.

  3. My map hasn’t been changing when I compile it, even if I compile it with changes to its original state.

Post the compile log or some images and bear in mind we do have two question megathreads for this sort of thing in future.

1: Could be walking off the edge of the map if you wrap the whole thing in a box / displacement collision could be off.

2: Sew your displacements?

3: Leak?

The whole thing sounds like a leak. For no.3, did you nename the map and just keep reloading the old one (I’ve done that too many times).

When I recompile, I save then compile. I even tried deleting the BSP.

Post the fucking compile log.

Okay, sheesh. Here.



** Executing...
** Command: "c:\program files (x86)\steam\steamapps\*******\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\******\half-life 2\hl2" "C:\Users\Klepser\Desktop\SourceMaps\DOG_Obstacles\DOG_Obstacles.vmf"

Valve Software - vbsp.exe (Jul  7 2010)
8 threads
materialPath: c:\program files (x86)\steam\steamapps\********\half-life 2\hl2\materials
Loading C:\Users\*******\Desktop\SourceMaps\DOG_Obstacles\DOG_Obstacles.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\******\half-life 2\hl2\gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
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...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
Displacement 2 has bad geometry near -320.00 -48.00 73.21
Can't compile displacement physics, exiting.  Texture is NATURE/BLENDROCKBLACK02A


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\dogchow11\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\dogchow11\half-life 2\hl2" -fast "C:\Users\Klepser\Desktop\SourceMaps\DOG_Obstacles\DOG_Obstacles"

Valve Software - vvis.exe (Jul  7 2010)
fastvis = true
8 threads
reading c:\users\*******\desktop\sourcemaps\dog_obstacles\DOG_Obstacles.bsp
reading c:\users\*******\desktop\sourcemaps\dog_obstacles\DOG_Obstacles.prt
LoadPortals: couldn't read c:\users\******\desktop\sourcemaps\dog_obstacles\DOG_Obstacles.prt


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\******\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\program files (x86)\steam\steamapps\******\half-life 2\hl2" -noextra "C:\Users\Klepser\Desktop\SourceMaps\DOG_Obstacles\DOG_Obstacles"

Valve Software - vrad.exe SSE (Jul  7 2010)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\users\******\desktop\sourcemaps\dog_obstacles\DOG_Obstacles.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.43 seconds)
612 faces
24604 square feet [3543095.50 square inches]
60 Displacements
12855 Square Feet [1851154.88 Square Inches]
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0017 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.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   5/1024          240/49152    ( 0.5%) 
brushes                 71/8192          852/98304    ( 0.9%) 
brushsides             438/65536        3504/524288   ( 0.7%) 
planes                 426/65536        8520/1310720  ( 0.7%) 
vertexes               865/65536       10380/786432   ( 1.3%) 
nodes                  367/65536       11744/2097152  ( 0.6%) 
texinfos               165/12288       11880/884736   ( 1.3%) 
texdata                 16/2048          512/65536    ( 0.8%) 
dispinfos               60/0           10560/0        ( 0.0%) 
disp_verts            6108/0          122160/0        ( 0.0%) 
disp_tris             9984/0           19968/0        ( 0.0%) 
disp_lmsamples       42034/0           42034/0        ( 0.0%) 
faces                  612/65536       34272/3670016  ( 0.9%) 
hdr faces              612/65536       34272/3670016  ( 0.9%) 
origfaces              349/65536       19544/3670016  ( 0.5%) 
leaves                 373/65536       11936/2097152  ( 0.6%) 
leaffaces              585/65536        1170/131072   ( 0.9%) 
leafbrushes            152/65536         304/131072   ( 0.2%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             4094/512000      16376/2048000  ( 0.8%) 
edges                 2324/256000       9296/1024000  ( 0.9%) 
LDR worldlights          2/8192          176/720896   ( 0.0%) 
HDR worldlights          2/8192          176/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips             21/32768         210/327680   ( 0.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           309/65536         618/131072   ( 0.5%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 5/512          1760/180224   ( 1.0%) 
LDR lightdata         [variable]      305620/0        ( 0.0%) 
HDR lightdata         [variable]      305620/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]       17862/393216   ( 4.5%) 
LDR ambient table      373/65536        1492/262144   ( 0.6%) 
HDR ambient table      373/65536        1492/262144   ( 0.6%) 
LDR leaf ambient       368/65536       10304/1835008  ( 0.6%) 
HDR leaf ambient       368/65536       10304/1835008  ( 0.6%) 
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]           1/226      ( 0.4%) 
pakfile               [variable]      211911/0        ( 0.0%) 
physics               [variable]       27468/4194304  ( 0.7%) 
physics terrain       [variable]       11808/1048576  ( 1.1%) 

Level flags = 0

Total triangle count: 1468
Writing c:\users\******\desktop\sourcemaps\dog_obstacles\DOG_Obstacles.bsp
3 seconds elapsed
Valve Software - vrad.exe SSE (Jul  7 2010)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\users\******\desktop\sourcemaps\dog_obstacles\DOG_Obstacles.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.42 seconds)
612 faces
24604 square feet [3543095.50 square inches]
60 Displacements
12855 Square Feet [1851154.88 Square Inches]
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0012 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.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   5/1024          240/49152    ( 0.5%) 
brushes                 71/8192          852/98304    ( 0.9%) 
brushsides             438/65536        3504/524288   ( 0.7%) 
planes                 426/65536        8520/1310720  ( 0.7%) 
vertexes               865/65536       10380/786432   ( 1.3%) 
nodes                  367/65536       11744/2097152  ( 0.6%) 
texinfos               165/12288       11880/884736   ( 1.3%) 
texdata                 16/2048          512/65536    ( 0.8%) 
dispinfos               60/0           10560/0        ( 0.0%) 
disp_verts            6108/0          122160/0        ( 0.0%) 
disp_tris             9984/0           19968/0        ( 0.0%) 
disp_lmsamples       42034/0           42034/0        ( 0.0%) 
faces                  612/65536       34272/3670016  ( 0.9%) 
hdr faces              612/65536       34272/3670016  ( 0.9%) 
origfaces              349/65536       19544/3670016  ( 0.5%) 
leaves                 373/65536       11936/2097152  ( 0.6%) 
leaffaces              585/65536        1170/131072   ( 0.9%) 
leafbrushes            152/65536         304/131072   ( 0.2%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             4094/512000      16376/2048000  ( 0.8%) 
edges                 2324/256000       9296/1024000  ( 0.9%) 
LDR worldlights          2/8192          176/720896   ( 0.0%) 
HDR worldlights          2/8192          176/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips             21/32768         210/327680   ( 0.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           309/65536         618/131072   ( 0.5%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 5/512          1760/180224   ( 1.0%) 
LDR lightdata         [variable]      305620/0        ( 0.0%) 
HDR lightdata         [variable]      305620/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]       17862/393216   ( 4.5%) 
LDR ambient table      373/65536        1492/262144   ( 0.6%) 
HDR ambient table      373/65536        1492/262144   ( 0.6%) 
LDR leaf ambient       368/65536       10304/1835008  ( 0.6%) 
HDR leaf ambient       368/65536       10304/1835008  ( 0.6%) 
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]           1/226      ( 0.4%) 
pakfile               [variable]      211911/0        ( 0.0%) 
physics               [variable]       27468/4194304  ( 0.7%) 
physics terrain       [variable]       11808/1048576  ( 1.1%) 

Level flags = 0

Total triangle count: 1468
Writing c:\users\******\desktop\sourcemaps\dog_obstacles\DOG_Obstacles.bsp
3 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\******\Desktop\SourceMaps\DOG_Obstacles\DOG_Obstacles.bsp" "C:\Program Files (x86)\Steam\steamapps\*******\half-life 2\hl2\maps\DOG_Obstacles.bsp"



ctrl+f - Leaked =


**** leaked ****

quick read =


Can't compile displacement physics, exiting.  Texture is NATURE/BLENDROCKBLACK02A

[editline]4th June 2011[/editline]

well that wasn’t so hard was it

How am I supposed to fix it not calculating the physics and leaking? (yes I have a 2d skybox.)

Map>load point file, whenever the red line leads to (not from) is where the leak is, It cannot get to the void. If it does, that is bad. so patch the hole, Water, Displacements, entities, and brush entities (func_detail or example) does not block it.

For the displacement physics it could just need remaking.

you have to remake the displacements

[editline]4th June 2011[/editline]

if it’s on the 4th power, though, try changing that to the 3rd power or 2nd

Also remember that displacements must have 4 sides, and should not be tied to an entity or be coated with the nodraw texture.

As a side note, why didn’t you just post in your last thread?