Hammer not updating maps after they are compilied

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E1025
104 Posts
Posted Jan 30, 2008
I was testing my maps for leaks and I de-checked BSP, VIS and RAD in the compile option for much faster compiles to find all the leaks, I've updated my map and need to test it but when ever I compile the map and load it nothing changes, it's like compiling the same version of the map. I re-checked VIS, RAD and BSP but this still happens.

Compile log:

** Executing...
** Command: "c:\program files\steam\steamapps\e1025\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\e1025\portal\portal" "C:\Program Files\Steam\steamapps\e1025\sourcesdk_content\portal\mapsrc\Portal_Life02"

Valve Software - vbsp.exe (Sep 21 2007)
2 threads
materialPath: c:\program files\steam\steamapps\e1025\portal\portal\materials
Loading C:\Program Files\Steam\steamapps\e1025\sourcesdk_content\portal\mapsrc\Portal_Life02.vmf
"materials/glass/glasswindow_refract01.vtf": cached version doesn't exist
Error: displacement found on a(n) func_detail entity - not supported (entity 957, brush 0)

** Executing...
** Command: "c:\program files\steam\steamapps\e1025\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\e1025\portal\portal" "C:\Program Files\Steam\steamapps\e1025\sourcesdk_content\portal\mapsrc\Portal_Life02"

Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading c:\program files\steam\steamapps\e1025\sourcesdk_content\portal\mapsrc\Portal_Life02.bsp
reading c:\program files\steam\steamapps\e1025\sourcesdk_content\portal\mapsrc\Portal_Life02.prt
LoadPortals: couldn't read c:\program files\steam\steamapps\e1025\sourcesdk_content\portal\mapsrc\Portal_Life02.prt

** Executing...
** Command: "c:\program files\steam\steamapps\e1025\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\e1025\portal\portal" "C:\Program Files\Steam\steamapps\e1025\sourcesdk_content\portal\mapsrc\Portal_Life02"

Valve Software - vrad.exe SSE (Nov 8 2007)

  Valve Radiosity Simulator

2 threads
[Reading texlights from 'lights.rad']
[53 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\e1025\sourcesdk_content\portal\mapsrc\Portal_Life02.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (4.13 seconds)
3911 faces
307284 square feet [44248928.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.000000
153 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (55)
Build Patch/Sample Hash Table(s).....Done<0.0130 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (10)
FinalLightFace Done
42 of 81 (51% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (68)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 110/1024 5280/49152 (10.7%)
brushes 1590/8192 19080/98304 (19.4%)
brushsides 10915/65536 87320/524288 (16.7%)
planes 5640/65536 112800/1310720 ( 8.6%)
vertexes 9761/65536 117132/786432 (14.9%)
nodes 4377/65536 140064/2097152 ( 6.7%)
texinfos 1309/12288 94248/884736 (10.7%)
texdata 101/2048 3232/65536 ( 4.9%)
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 3911/65536 219016/3670016 ( 6.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2998/65536 167888/3670016 ( 4.6%)
leaves 4488/65536 143616/2097152 ( 6.8%)
leaffaces 4928/65536 9856/131072 ( 7.5%)
leafbrushes 2989/65536 5978/131072 ( 4.6%)
areas 7/256 56/2048 ( 2.7%)
surfedges 31747/512000 126988/2048000 ( 6.2%)
edges 21091/256000 84364/1024000 ( 8.2%)
LDR worldlights 153/8192 13464/720896 ( 1.9%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 3/32768 36/393216 ( 0.0%)
waterstrips 766/32768 7660/327680 ( 2.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 13947/65536 27894/131072 (21.3%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 151/512 53152/180224 (29.5%)
LDR lightdata [variable] 2195688/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 141444/393216 (36.0%)
LDR ambient table 4488/65536 17952/262144 ( 6.8%)
HDR ambient table 4488/65536 17952/262144 ( 6.8%)
LDR leaf ambient 16510/65536 462280/1835008 (25.2%)
HDR leaf ambient 4488/65536 125664/1835008 ( 6.8%)
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] 1/10102 ( 0.0%)
pakfile [variable] 222299/0 ( 0.0%)
physics [variable] 567258/4194304 (13.5%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 12034
Writing c:\program files\steam\steamapps\e1025\sourcesdk_content\portal\mapsrc\Portal_Life02.bsp
2 minutes, 17 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\e1025\sourcesdk_content\portal\mapsrc\Portal_Life02.bsp" "c:\program files\steam\steamapps\e1025\portal\portal\maps\Portal_Life02.bsp"


There must be some thing simple I'm over looking, any ideas what it is?

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Avatar
msleeper
4,095 Posts
Member
Posted Jan 30, 2008
Replied 26 minutes later

E1025 wrote:
Valve Software - vbsp.exe (Sep 21 2007)
2 threads
materialPath: c:\program files\steam\steamapps\e1025\portal\portal\materials
Loading C:\Program Files\Steam\steamapps\e1025\sourcesdk_content\portal\mapsrc\Portal_Life02.vmf
"materials/glass/glasswindow_refract01.vtf": cached version doesn't exist
Error: displacement found on a(n) func_detail entity - not supported (entity 957, brush 0)

The bsp file is not being updated, and so vvis is using the older version of the map, hence nothing is being updated.

Avatar
Beer-Me
137 Posts
Posted Jan 30, 2008
Replied 1 minute later
Try deleting the bsp (or moving I suggest) in the maps folder. Then try to compile it should make a new bsp. If it does, try running the map in portal. If not then thats the problem
Avatar
Nacimota
345 Posts
Posted Jan 30, 2008
Replied 20 minutes later
I'd find that func_detail brush, move it to world and recompile.
Avatar
E1025
104 Posts
Posted Jan 30, 2008
Replied 1 hour later

Nacimota wrote:
I'd find that func_detail brush, move it to world and recompile.

That worked, but now I can see a nodraw texture on the displacement if I noclip and take a look XD

Avatar
Nacimota
345 Posts
Posted Jan 30, 2008
Replied 2 minutes later

E1025 wrote:
That worked, but now I can see a nodraw texture on the displacement if I noclip and take a look XD

You're not using the displacement to seal the map are you?

Avatar
msleeper
4,095 Posts
Member
Posted Jan 30, 2008
Replied 9 minutes later

E1025 wrote:
That worked, but now I can see a nodraw texture on the displacement if I noclip and take a look XD

Like Nacimota said, displacements cannot seal the world. You need a real brush underneath it to seal from the void. Either way, who cares what you can see underneath the displacement, you're never going to be down there anyway?

Avatar
E1025
104 Posts
Posted Jan 31, 2008
Replied 9 hours later

msleeper wrote:
Like Nacimota said, displacements cannot seal the world. You need a real brush underneath it to seal from the void. Either way, who cares what you can see underneath the displacement, you're never going to be down there anyway?

The displacement is sealed off from the void. As for never seeing it, I suppose your right but hammer spams messages at me about it which temps me to fix it.

Avatar
msleeper
4,095 Posts
Member
Posted Jan 31, 2008
Replied 1 hour later
Post the messages?
Avatar
E1025
104 Posts
Posted Jan 31, 2008
Replied 6 hours later
** Executing...
** Command: "c:\program files\steam\steamapps\e1025\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\e1025\portal\portal" "C:\Program Files\Steam\steamapps\e1025\sourcesdk_content\portal\mapsrc\Portal_Life02"

Valve Software - vbsp.exe (Sep 21 2007)
2 threads
materialPath: c:\program files\steam\steamapps\e1025\portal\portal\materials
Loading C:\Program Files\Steam\steamapps\e1025\sourcesdk_content\portal\mapsrc\Portal_Life02.vmf
"materials/glass/glasswindow_refract01.vtf": cached version doesn't exist
Patching WVT material: maps/portal_life02/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
* leaked *
Entity light (-1835.72 -179.00 -635.79) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (512.0 -2048.0 464.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 -1784.0 -144.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 -1384.0 -144.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 -1648.0 -472.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 -1760.0 -80.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 -1376.0 -80.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 -1264.0 -80.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (0.0 -1648.0 48.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 480 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_05_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_day01_05_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 (2) (575157 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3167 texinfos to 1298
Reduced 138 texdatas to 104 (4710 bytes to 3677)
Writing C:\Program Files\Steam\steamapps\e1025\sourcesdk_content\portal\mapsrc\Portal_Life02.bsp
32 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\e1025\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\e1025\portal\portal" "C:\Program Files\Steam\steamapps\e1025\sourcesdk_content\portal\mapsrc\Portal_Life02"

Valve Software - vvis.exe (Nov 8 2007)
2 threads
reading c:\program files\steam\steamapps\e1025\sourcesdk_content\portal\mapsrc\Portal_Life02.bsp
reading c:\program files\steam\steamapps\e1025\sourcesdk_content\portal\mapsrc\Portal_Life02.prt
LoadPortals: couldn't read c:\program files\steam\steamapps\e1025\sourcesdk_content\portal\mapsrc\Portal_Life02.prt

** Executing...
** Command: "c:\program files\steam\steamapps\e1025\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\e1025\portal\portal" "C:\Program Files\Steam\steamapps\e1025\sourcesdk_content\portal\mapsrc\Portal_Life02"

Valve Software - vrad.exe SSE (Nov 8 2007)

  Valve Radiosity Simulator

2 threads
[Reading texlights from 'lights.rad']
[53 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\e1025\sourcesdk_content\portal\mapsrc\Portal_Life02.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (4.12 seconds)
3899 faces
322392 square feet [46424552.00 square inches]
6 Displacements
25329 Square Feet [3647488.00 Square Inches]
sun extent from map=0.000000
154 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (53)
Build Patch/Sample Hash Table(s).....Done<0.0128 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (10)
FinalLightFace Done
42 of 81 (51% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (67)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 113/1024 5424/49152 (11.0%)
brushes 1612/8192 19344/98304 (19.7%)
brushsides 11049/65536 88392/524288 (16.9%)
planes 5658/65536 113160/1310720 ( 8.6%)
vertexes 9884/65536 118608/786432 (15.1%)
nodes 4421/65536 141472/2097152 ( 6.7%)
texinfos 1298/12288 93456/884736 (10.6%)
texdata 104/2048 3328/65536 ( 5.1%)
dispinfos 6/0 1056/0 ( 0.0%)
disp_verts 1734/0 34680/0 ( 0.0%)
disp_tris 3072/0 6144/0 ( 0.0%)
disp_lmsamples 38174/0 38174/0 ( 0.0%)
faces 3899/65536 218344/3670016 ( 5.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2982/65536 166992/3670016 ( 4.6%)
leaves 4535/65536 145120/2097152 ( 6.9%)
leaffaces 4903/65536 9806/131072 ( 7.5%)
leafbrushes 3016/65536 6032/131072 ( 4.6%)
areas 7/256 56/2048 ( 2.7%)
surfedges 31629/512000 126516/2048000 ( 6.2%)
edges 20941/256000 83764/1024000 ( 8.2%)
LDR worldlights 154/8192 13552/720896 ( 1.9%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 3/32768 36/393216 ( 0.0%)
waterstrips 780/32768 7800/327680 ( 2.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 14148/65536 28296/131072 (21.6%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 152/512 53504/180224 (29.7%)
LDR lightdata [variable] 2197544/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 141778/393216 (36.1%)
LDR ambient table 4535/65536 18140/262144 ( 6.9%)
HDR ambient table 4535/65536 18140/262144 ( 6.9%)
LDR leaf ambient 16591/65536 464548/1835008 (25.3%)
HDR leaf ambient 4535/65536 126980/1835008 ( 6.9%)
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] 1/10348 ( 0.0%)
pakfile [variable] 222642/0 ( 0.0%)
physics [variable] 575157/4194304 (13.7%)
physics terrain [variable] 770/1048576 ( 0.1%)

Level flags = 0

Total triangle count: 12002
Writing c:\program files\steam\steamapps\e1025\sourcesdk_content\portal\mapsrc\Portal_Life02.bsp
2 minutes, 14 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\e1025\sourcesdk_content\portal\mapsrc\Portal_Life02.bsp" "c:\program files\steam\steamapps\e1025\portal\portal\maps\Portal_Life02.bsp"

Avatar
youme
937 Posts
Posted Jan 31, 2008
Replied 38 minutes later
You've got a displacement with a nodraw texture, or at least that's my interpretation, see what interlopers says
Avatar
E1025
104 Posts
Posted Jan 31, 2008
Replied 1 hour later
The problems seems to be fixed, for the map not updating, I changed the displacement into the world and for the nodraw error I just changed the nordraw textures to the texture I was using for the displacement.
Avatar
NykO18
183 Posts
Posted Jan 31, 2008
Replied 13 minutes later
You know that there's a compilation log checker right here, don't you ?
Avatar
youme
937 Posts
Posted Jan 31, 2008
Replied 38 minutes later

NykO18 wrote:
You know that there's a compilation log checker right here, don't you ?

... two posts earlier:

youme wrote:
You've got a displacement with a nodraw texture, or at least that's my interpretation, see what interlopers says

Avatar
NykO18
183 Posts
Posted Jan 31, 2008
Replied 11 minutes later
I missed that link, sorry.
Avatar
msleeper
4,095 Posts
Member
Posted Jan 31, 2008
Replied 46 minutes later

E1025 wrote:
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
** leaked
Entity light (-1835.72 -179.00 -635.79) leaked!

You have a leak. Please, try to fix simple and common issues like this first. And yes, the Interlopers error tool is a life saver.

Avatar
xitooner
132 Posts
Posted Jan 31, 2008
Replied 11 minutes later

Quote:
You have a leak. Please, try to fix simple and common issues like this first.

True; I let mine go for a while once, and while vrad, etc was all running on my map, it really wasnt doing hardly anything. Weeks later, once I eventually went through a 3 hour session to clean up all my leaks (I wish they told you about more than one at a time), then I discovered I had a HUGE issue I wasnt even seeing.

Fix leaks the moment you see them.

Avatar
Nacimota
345 Posts
Posted Jan 31, 2008
Replied 1 minute later
I try not to cause leaks in the first place
Avatar
E1025
104 Posts
Posted Jan 31, 2008
Replied 22 minutes later
I knew my updated map had leaks, I've been fixing this map all day and have now made the map leak free.

Edit: There probably isn't but is there a way to be able to see every leak in the map with out having to compile it over and over to find one leak at a time?

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Avatar
msleeper
4,095 Posts
Member
Posted Jan 31, 2008
Replied 13 minutes later
Nope. What you can do though is just run VBSP after you fix a leak and don't bother running VVIS or VRAD (since they're not necessary to find leaks). That should save you a ton of time.