Displacements suddenly turning black?

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?



** 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"




Placing detail props : 0...1.Error! Too many detail props emitted on this map!

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.