Displacement (the floor) Missing from Compile Result

I have created a huge level with a normal 2D skybox.

I have put a large square brush on the floor which covers the entire map.

I would like to displace the brush in the middle and have water there (some “sea”)

It is impossible. Whenever I compile the map (I’ve disabled vvis for now since it takes just under 3 and a half years to compile due to the map size otherwise) - the player falls through where the displacement was meant to appear (it’s just not there) and dies by hitting the bottom of the skybox.

I have tried removing the water. Makes no difference… It seems to be the floor itself.

  • The displacement is not trying to seal the map, I have 16 unit walls around the whole thing, none of which are displaced
  • The face of the displacement is a perfect square, the size of the inside of the walls.
  • I have no leaks
  • There are no compile errors
  • I am using the Half-Life 2: Episode 2 Orange Box default config
  • I am using normal textures from HL2 (sand, water, skybox)
  • I am using Windows Server 2003

… what am I doing wrong?

make sure no point of the displacement is overlapping any other (it fucked up my map big time some time ago)

Thanks, I tried that, but I don’t think it is overlapping, it’s just one deformed area to make a sea floor. I created it 3 times but it always does the same thing. The floor does render when it has no displacement on the surface.

post your compile log


** Executing...
** Command: "c:\program files\steam\steamapps\philxyz\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\philxyz\half-life 2 episode two\ep2" "c:\hammerautosave\rp_frontera"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files\steam\steamapps\philxyz\half-life 2 episode two\ep2\materials
Loading c:\hammerautosave\rp_frontera.vmf
Patching WVT material: maps/rp_frontera/nature/blendrocksand008c_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (2)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\hammerautosave\rp_frontera.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day02_01_hdr*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day02_01_hdr*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (2927 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 17 texinfos to 5
Reduced 9 texdatas to 5 (301 bytes to 132)
Writing c:\hammerautosave\rp_frontera.bsp
5 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\philxyz\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\philxyz\half-life 2 episode two\ep2" "c:\hammerautosave\rp_frontera"

Valve Software - vrad.exe SSE (May 19 2009)

      Valve Radiosity Simulator     
2 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:\hammerautosave\rp_frontera.bsp
Patch Sample Radius Clamped!
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.14 seconds)
3881 faces
55143808 square feet [7940708352.00 square inches]
1 Displacements
7326080 Square Feet [1054955584.00 Square Inches]
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0147 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (2)
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 (76)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   1/1024           48/49152    ( 0.1%) 
brushes                  7/8192           84/98304    ( 0.1%) 
brushsides              42/65536         336/524288   ( 0.1%) 
planes                 170/65536        3400/1310720  ( 0.3%) 
vertexes              3907/65536       46884/786432   ( 6.0%) 
nodes                 5013/65536      160416/2097152  ( 7.6%) 
texinfos                 5/12288         360/884736   ( 0.0%) 
texdata                  5/2048          160/65536    ( 0.2%) 
dispinfos                1/0             176/0        ( 0.0%) 
disp_verts              81/0            1620/0        ( 0.0%) 
disp_tris              128/0             256/0        ( 0.0%) 
disp_lmsamples       63504/0           63504/0        ( 0.0%) 
faces                 3881/65536      217336/3670016  ( 5.9%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces                9/65536         504/3670016  ( 0.0%) 
leaves                5015/65536      160480/2097152  ( 7.7%) 
leaffaces             3884/65536        7768/131072   ( 5.9%) 
leafbrushes           3026/65536        6052/131072   ( 4.6%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges            15576/512000      62304/2048000  ( 3.0%) 
edges                 7915/256000      31660/1024000  ( 3.1%) 
LDR worldlights          2/8192          176/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips              0/32768           0/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices             0/65536           0/131072   ( 0.0%) 
cubemapsamples           1/1024           16/16384    ( 0.1%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      254020/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]        1292/393216   ( 0.3%) 
LDR ambient table     5015/65536       20060/262144   ( 7.7%) 
HDR ambient table     5015/65536       20060/262144   ( 7.7%) 
LDR leaf ambient     11357/65536      317996/1835008  (17.3%) 
HDR leaf ambient      5015/65536      140420/1835008  ( 7.7%) 
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]      212658/0        ( 0.0%) 
physics               [variable]        2927/4194304  ( 0.1%) 
physics terrain       [variable]         195/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 7778
Writing c:\hammerautosave\rp_frontera.bsp
1 minute, 18 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\hammerautosave\rp_frontera.bsp" "c:\program files\steam\steamapps\philxyz\half-life 2 episode two\ep2\maps\rp_frontera.bsp"


** Executing...
** Command: "c:\program files\steam\steamapps\philxyz\half-life 2 episode two\hl2.exe"
** Parameters: -dev -console -allowdebug -game "c:\program files\steam\steamapps\philxyz\half-life 2 episode two\ep2" +map "rp_frontera"

Maybe its cause you are compiling an autosave and the .bsp isn’t saving in your ep2 maps folder?

Try slicing up the displacement into smaller pieces, I’m pretty sure a max-map size displacement would try and cause some errors. I did however use a big one on a map of mine, but that map wasn’t max size, it was my gmod background map. Maybe it’ll fix it. Also, add some nodraws under the displacement if you plan on having a deep lake, like make them fit just below the pit where you’re putting the water, and make the back faces of the water flush with the nodraws around the pit. That’ll speed vis up a lot.

Thanks for the hints guys, I won’t have a chance to try it till the weekend so any more hints would be great too, cheers :slight_smile: