Cant Run My Map!!!! HELP

So as I was making my map I saved then tried to run and I couldn’t. I checked for leaks and I seem to have none. Please help!

** Executing…
** Command: “D:\SteamGames\steamapps\common\Half-Life 2\bin\vbsp.exe”
** Parameters: -game “D:\SteamGames\steamapps\common\Half-Life 2\hl2” “C:\Users\Jack Hamilton\Desktop\Maps\somemap.vmf”

Valve Software - vbsp.exe (May 15 2014)
8 threads
materialPath: D:\SteamGames\steamapps\common\Half-Life 2\hl2\materials
Loading C:\Users\Jack Hamilton\Desktop\Maps\somemap.vmf
Error: displacement found on a(n) func_detail entity - not supported (entity 405, brush 0)

** Executing…
** Command: “D:\SteamGames\steamapps\common\Half-Life 2\bin\vvis.exe”
** Parameters: -game “D:\SteamGames\steamapps\common\Half-Life 2\hl2” -fast “C:\Users\Jack Hamilton\Desktop\Maps\somemap”

Valve Software - vvis.exe (May 15 2014)
fastvis = true
8 threads
reading c:\users\jack hamilton\desktop\maps\somemap.bsp
reading c:\users\jack hamilton\desktop\maps\somemap.prt
LoadPortals: couldn’t read c:\users\jack hamilton\desktop\maps\somemap.prt

** Executing…
** Command: “D:\SteamGames\steamapps\common\Half-Life 2\bin\vrad.exe”
** Parameters: -game “D:\SteamGames\steamapps\common\Half-Life 2\hl2” -noextra “C:\Users\Jack Hamilton\Desktop\Maps\somemap”

Valve Software - vrad.exe SSE (May 15 2014)

  Valve Radiosity Simulator     

8 threads
[Reading texlights from ‘lights.rad’]
[45 texlights parsed from ‘lights.rad’]

Loading c:\users\jack hamilton\desktop\maps\somemap.bsp
Setting up ray-trace acceleration structure… Done (0.52 seconds)
4908 faces
4638856 square feet [667995264.00 square inches]
10 Displacements
28556 Square Feet [4112173.25 Square Inches]
4908 patches before subdivision
148832 patches after subdivision
37 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (7)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (8)
transfers 17679905, max 1298
transfer lists: 134.9 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #1 added RGB(504521, 448302, 374705)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #2 added RGB(77582, 58193, 37039)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #3 added RGB(18728, 11758, 6086)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #4 added RGB(5043, 2713, 1171)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #5 added RGB(1572, 752, 288)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #6 added RGB(527, 229, 80)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #7 added RGB(185, 74, 24)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #8 added RGB(67, 25, 7)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #9 added RGB(25, 8, 2)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #10 added RGB(9, 3, 1)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #11 added RGB(4, 1, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #12 added RGB(1, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #13 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.0256 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (3)
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 (5)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 36/1024 1728/49152 ( 3.5%)
brushes 925/8192 11100/98304 (11.3%)
brushsides 6993/65536 55944/524288 (10.7%)
planes 4124/65536 82480/1310720 ( 6.3%)
vertexes 7933/65536 95196/786432 (12.1%)
nodes 2727/65536 87264/2097152 ( 4.2%)
texinfos 778/12288 56016/884736 ( 6.3%)
texdata 133/2048 4256/65536 ( 6.5%)
dispinfos 10/0 1760/0 ( 0.0%)
disp_verts 2890/0 57800/0 ( 0.0%)
disp_tris 5120/0 10240/0 ( 0.0%)
disp_lmsamples 91086/0 91086/0 ( 0.0%)
faces 4908/65536 274848/3670016 ( 7.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2125/65536 119000/3670016 ( 3.2%)
leaves 2764/65536 88448/2097152 ( 4.2%)
leaffaces 5516/65536 11032/131072 ( 8.4%)
leafbrushes 1944/65536 3888/131072 ( 3.0%)
areas 3/256 24/2048 ( 1.2%)
surfedges 31636/512000 126544/2048000 ( 6.2%)
edges 18059/256000 72236/1024000 ( 7.1%)
LDR worldlights 37/8192 3256/720896 ( 0.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 303/32768 3030/327680 ( 0.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4989/65536 9978/131072 ( 7.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 6216044/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 299880/16777216 ( 1.8%)
entdata [variable] 68928/393216 (17.5%)
LDR ambient table 2764/65536 11056/262144 ( 4.2%)
HDR ambient table 2764/65536 11056/262144 ( 4.2%)
LDR leaf ambient 10208/65536 285824/1835008 (15.6%)
HDR leaf ambient 2764/65536 77392/1835008 ( 4.2%)
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] 1/8124 ( 0.0%)
pakfile [variable] 216098/0 ( 0.0%)
physics [variable] 900217/4194304 (21.5%)
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 13425
Writing c:\users\jack hamilton\desktop\maps\somemap.bsp
23 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Users\Jack Hamilton\Desktop\Maps\somemap.bsp” “D:\SteamGames\steamapps\common\Half-Life 2\hl2\maps\somemap.bsp”

** Executing…
** Command: “D:\SteamGames\steamapps\common\Half-Life 2\hl2.exe”
** Parameters: -game “D:\SteamGames\steamapps\common\Half-Life 2\hl2” +sv_lan 1 +map “somemap” -steam

First place you use always try is this great tool: http://www.interlopers.net/errors/

And using interlopers error tool it’s really easy to then see you have a displacement that you made a func_detail or another entity, displacements must be a world brush! :smiley:
Easy fix just right click on your displacement and select move to world

And for next time if error checker doesn’t help stick your log in [code ] [/code ] tags since it’s a lot nice to read

Thanks a lot! But do you know how to locate them in my map? It says that I have 3 func_details tied to entities but I don’t know where they are.

[editline]28th January 2017[/editline]

https://postimg.org/image/8umjmyvrn/

There is an image of the displacement i think might be the issue

[editline]28th January 2017[/editline]

I’m doing move to world on it but nothing happens…

once the displacements are selected using the texture tool change to the displacements tab and then distroy the displacement, then reselect the brush with out the entity selected with it

I did that but still nothing when I click move to world with the displacement selected

[editline]28th January 2017[/editline]

I did that but its still not doing anything

[editline]28th January 2017[/editline]

so i ended up just deleting all of the 3 displacements on my map, i guess ill just have to put them back in without making them tied to objects. But what even causes them to tie becuase i never tied anything to any displacements?

Make sure you have “Groups” selected in the selection menu and not Solids, when moving them to world.

where would the selection menu be?

oh thanks, im pretty new to hammer editor

No problem, so did it work?

Before you said that I already deleted the displacement, but I will try it if it happens again