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Old 10-16-2008, 07:15 AM   #31
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Default Hammer/Compiling Issue


Quote:
Originally Posted by ShadowMage View Post
Ah, okay, I'll try that really quickly

Edit:
Nope! That didn't do ANYTHING at all.
That wasnt related to the issue. It's just in general, better for linux users or something.

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Old 10-16-2008, 07:29 AM   #32
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Default Hammer/Compiling Issue


your map looks like its on fullbright, any leaks perhaps?
please post your compile log so we can investigate further.

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Old 10-17-2008, 08:56 AM   #33
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Default Hammer/Compiling Issue


Quote:
Originally Posted by Laz View Post
your map looks like its on fullbright, any leaks perhaps?
please post your compile log so we can investigate further.
Yeah, I haven't added any light sources yet, I was going to do that later in production.
I don't know how to post the compile log with it's own little text-scroll window area. Otherwise if I post it, it'll just spam the post, more-or-less.
 
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Old 10-26-2008, 04:02 PM   #34
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Default Hammer/Compiling Issue


Anyone? Help please? I still don't have an answer to this problem.
 
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Old 10-27-2008, 11:24 AM   #35
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Default Hammer/Compiling Issue


just jumped to the end of this topic - didn't read the whole thing.

I had the same issue in a cs 1.6 map that I made and it was such a long time ago...

I think this was the answer I found - you have too many entities in your map - maybe too many lights and the engine doesn't know or can draw them because it's busy drawing something elese somewhere else. You can't see them but it's there and keeps you from moving.

I think I fixed it this way - check your entity count - do a test by making a copy of your map and then remove some of the entities and then see if your models start to reappear. If they do you have your answer. My old cs map was 1 box and everything else in it was an entity - func_wall - maybe you've gone func_detail happy?
 
Last edited by Kill_the_Bug; 10-27-2008 at 11:25 AM. Reason: spelling
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Old 10-28-2008, 07:27 AM   #36
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Default Hammer/Compiling Issue


Quote:
Originally Posted by Kill_the_Bug View Post
I think I fixed it this way - check your entity count - do a test by making a copy of your map and then remove some of the entities and then see if your models start to reappear. If they do you have your answer. My old cs map was 1 box and everything else in it was an entity - func_wall - maybe you've gone func_detail happy?
I'm pretty sure that isn't it, I've added more entities in and those still appear, and not only that, some of the entities that weren't there just randomly appeared.
 
Last edited by ShadowMage; 10-28-2008 at 07:27 AM. Reason: Type
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Old 10-28-2008, 03:13 PM   #37
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Default Hammer/Compiling Issue


post your compile log means: copy/paste everything in the "compile process" window from when you compiled it.


We really cant help with out it.


If had the map act like it wasn;t saving changes before... I had to rename, and relocate the .vmf before it would work right.

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Old 10-29-2008, 03:10 PM   #38
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Default Hammer/Compiling Issue


** Executing...
** Command: "e:\program files\steam\steamapps\shadow_mage_alpha\sourcesdk\ bin\orangebox\bin\vbsp.exe"
** Parameters: -game "e:\program files\steam\steamapps\shadow_mage_alpha\team fortress 2\tf" "E:\Program Files\Steam\steamapps\shadow_mage_alpha\sourcesdk_ content\tf\mapsrc\ctf_Shoebox-a4"

Valve Software - vbsp.exe (Mar 11 2008)
1 threads
materialPath: e:\program files\steam\steamapps\shadow_mage_alpha\team fortress 2\tf\materials
Loading E:\Program Files\Steam\steamapps\shadow_mage_alpha\sourcesdk_ content\tf\mapsrc\ctf_Shoebox-a4.vmf
Error: displacement found on a(n) func_detail entity - not supported (entity 11, brush 62)


** Executing...
** Command: "e:\program files\steam\steamapps\shadow_mage_alpha\sourcesdk\ bin\orangebox\bin\vvis.exe"
** Parameters: -game "e:\program files\steam\steamapps\shadow_mage_alpha\team fortress 2\tf" "E:\Program Files\Steam\steamapps\shadow_mage_alpha\sourcesdk_ content\tf\mapsrc\ctf_Shoebox-a4"

Valve Software - vvis.exe (Mar 11 2008)
1 threads
reading e:\program files\steam\steamapps\shadow_mage_alpha\sourcesdk_ content\tf\mapsrc\ctf_Shoebox-a4.bsp
reading e:\program files\steam\steamapps\shadow_mage_alpha\sourcesdk_ content\tf\mapsrc\ctf_Shoebox-a4.prt
LoadPortals: couldn't read e:\program files\steam\steamapps\shadow_mage_alpha\sourcesdk_ content\tf\mapsrc\ctf_Shoebox-a4.prt


** Executing...
** Command: "e:\program files\steam\steamapps\shadow_mage_alpha\sourcesdk\ bin\orangebox\bin\vrad.exe"
** Parameters: -game "e:\program files\steam\steamapps\shadow_mage_alpha\team fortress 2\tf" "E:\Program Files\Steam\steamapps\shadow_mage_alpha\sourcesdk_ content\tf\mapsrc\ctf_Shoebox-a4"

Valve Software - vrad.exe SSE (Mar 11 2008)

Valve Radiosity Simulator
1 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading e:\program files\steam\steamapps\shadow_mage_alpha\sourcesdk_ content\tf\mapsrc\ctf_Shoebox-a4.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (3.13 seconds)
4892 faces
2 degenerate faces
520092 square feet [74893320.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
Build Patch/Sample Hash Table(s).....Done<0.0565 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (13)
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 (38)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 25/1024 1200/49152 ( 2.4%)
brushes 1239/8192 14868/98304 (15.1%)
brushsides 7602/65536 60816/524288 (11.6%)
planes 1954/65536 39080/1310720 ( 3.0%)
vertexes 8393/65536 100716/786432 (12.8%)
nodes 3216/65536 102912/2097152 ( 4.9%)
texinfos 718/12288 51696/884736 ( 5.8%)
texdata 49/2048 1568/65536 ( 2.4%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 4892/65536 273952/3670016 ( 7.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3042/65536 170352/3670016 ( 4.6%)
leaves 3242/65536 103744/2097152 ( 4.9%)
leaffaces 6223/65536 12446/131072 ( 9.5%)
leafbrushes 2299/65536 4598/131072 ( 3.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 36384/512000 145536/2048000 ( 7.1%)
edges 21220/256000 84880/1024000 ( 8.3%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 634/32768 6340/327680 ( 1.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 10272/65536 20544/131072 (15.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1906960/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 25248/393216 ( 6.4%)
LDR ambient table 3242/65536 12968/262144 ( 4.9%)
HDR ambient table 3242/65536 12968/262144 ( 4.9%)
LDR leaf ambient 1736/65536 48608/1835008 ( 2.6%)
HDR leaf ambient 3242/65536 90776/1835008 ( 4.9%)
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] 1/14208 ( 0.0%)
pakfile [variable] 105687/0 ( 0.0%)
physics [variable] 399325/4194304 ( 9.5%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 14372
Writing e:\program files\steam\steamapps\shadow_mage_alpha\sourcesdk_ content\tf\mapsrc\ctf_Shoebox-a4.bsp
55 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "E:\Program Files\Steam\steamapps\shadow_mage_alpha\sourcesdk_ content\tf\mapsrc\ctf_Shoebox-a4.bsp" "e:\program files\steam\steamapps\shadow_mage_alpha\team fortress 2\tf\maps\ctf_Shoebox-a4.bsp"
 
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Old 10-29-2008, 03:18 PM   #39
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Default Hammer/Compiling Issue


there's your problem:

"Error: displacement found on a(n) func_detail entity - not supported (entity 11, brush 62)"

You have a displacement tied to func_detail so find the brush and untie it to world.

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Old 10-29-2008, 08:24 PM   #40
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Default Hammer/Compiling Issue


How do I find the brush?
 
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