Problems with Hammer not updating map for GMod trials

Sorry for the strange wording. Recently I have came across a problem where I will build onto pre-existing objects, buildings, etc. and when Running the Map, the updates I applied have not loaded into the map and are not there in game. I took a few screenshots as it is easier to look at to see the problem, rather than have me explain it.

Inside Hammer editor, to the right you can see a rocky area with a building attached.

In GMod, the area doesn’t appear

Here’s the Compiler Window Message

** 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:\Users\Hexe Artz\Documents\Ryloth.vmf”

Valve Software - vbsp.exe (Dec 9 2014)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials
Loading C:\Users\Hexe Artz\Documents\Ryloth.vmf
ConVarRef mat_reduceparticles doesn’t point to an existing ConVar
Could not locate ‘GameData’ key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt
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 (0)
Processing areas…done (0)
Building Faces…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
writing C:\Users\Hexe Artz\Documents\Ryloth.prt…Building visibility clusters…
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 219 has bad geometry near -2817.00 -5711.50 33.76
Can’t compile displacement physics, exiting. Texture is /SANDSTONE1

** 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:\Users\Hexe Artz\Documents\Ryloth”

Valve Software - vvis.exe (Dec 9 2014)
4 threads
reading c:\users\hexe artz\documents\Ryloth.bsp
reading c:\users\hexe artz\documents\Ryloth.prt
245 portalclusters
763 numportals
BasePortalVis: 0…1…2…3…4…5…6…7…8…9…10 (0)
PortalFlow: 0…1…2…3…4…5…6…7…8…9…10 (14)
Optimized: 86 visible clusters (0.18%)
Total clusters visible: 48525
Average clusters visible: 198
Building PAS…
Average clusters audible: 245
visdatasize:17261 compressed from 15680
writing c:\users\hexe artz\documents\Ryloth.bsp
14 seconds elapsed

** Executing…
** Command: “C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vrad.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod” “C:\Users\Hexe Artz\Documents\Ryloth”

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:\users\hexe artz\documents\Ryloth.bsp
Setting up ray-trace acceleration structure… Done (0.41 seconds)
2229 faces
1714399 square feet [246873584.00 square inches]
174 Displacements
405454 Square Feet [58385488.00 Square Inches]
2229 patches before subdivision
149743 patches after subdivision
27 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (11)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (20)
transfers 81351006, max 1818
transfer lists: 620.7 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #1 added RGB(40760, 36910, 32987)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #2 added RGB(18056, 14869, 11829)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #3 added RGB(8747, 6551, 4713)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #4 added RGB(4349, 2982, 1948)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #5 added RGB(2238, 1394, 823)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #6 added RGB(1152, 655, 351)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #7 added RGB(603, 311, 151)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #8 added RGB(315, 148, 65)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #9 added RGB(166, 71, 28)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #10 added RGB(87, 34, 12)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #11 added RGB(46, 16, 5)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #12 added RGB(24, 8, 2)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #13 added RGB(13, 4, 1)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #14 added RGB(7, 2, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #15 added RGB(4, 1, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #16 added RGB(2, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #17 added RGB(1, 0, 0)
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #18 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.0660 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 (1)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 1/1024 48/49152 ( 0.1%)
brushes 39/8192 468/98304 ( 0.5%)
brushsides 258/65536 2064/524288 ( 0.4%)
planes 626/65536 12520/1310720 ( 1.0%)
vertexes 2575/65536 30900/786432 ( 3.9%)
nodes 509/65536 16288/2097152 ( 0.8%)
texinfos 162/12288 11664/884736 ( 1.3%)
texdata 18/2048 576/65536 ( 0.9%)
dispinfos 174/0 30624/0 ( 0.0%)
disp_verts 14094/0 281880/0 ( 0.0%)
disp_tris 22272/0 44544/0 ( 0.0%)
disp_lmsamples 506960/0 506960/0 ( 0.0%)
faces 2229/65536 124824/3670016 ( 3.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 342/65536 19152/3670016 ( 0.5%)
leaves 511/65536 16352/2097152 ( 0.8%)
leaffaces 2172/65536 4344/131072 ( 3.3%)
leafbrushes 353/65536 706/131072 ( 0.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 10698/512000 42792/2048000 ( 2.1%)
edges 5435/256000 21740/1024000 ( 2.1%)
LDR worldlights 27/8192 2376/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 26/32768 260/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 420/65536 840/131072 ( 0.6%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 17994760/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 17261/16777216 ( 0.1%)
entdata [variable] 4791/393216 ( 1.2%)
LDR ambient table 511/65536 2044/262144 ( 0.8%)
HDR ambient table 511/65536 2044/262144 ( 0.8%)
LDR leaf ambient 2201/65536 61628/1835008 ( 3.4%)
HDR leaf ambient 511/65536 14308/1835008 ( 0.8%)
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] 1/1090 ( 0.1%)
pakfile [variable] 211830/0 ( 0.0%)
physics [variable] 15282/4194304 ( 0.4%)
physics terrain [variable] 25352/1048576 ( 2.4%)

Level flags = 0

Total triangle count: 4872
Writing c:\users\hexe artz\documents\Ryloth.bsp
46 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Users\Hexe Artz\Documents\Ryloth.bsp” “C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\Ryloth.bsp”

Not sure whats wrong, this hasn’t happened in the past either.

i did a check on http://www.interlopers.net/errors/ and it found

your solution is to find the displacement and rebuild it correctly

And just like that someone’s problems were sorted within a single post.

Good job sir. :smile:

Thank you!