Angled Arched Architecture Displacement Issue...

Any aspects of level design for the Source engine.

Angled Arched Architecture Displacement Issue...

Postby BEAN on Wed Apr 30, 2014 8:47 pm

Hello, I am new to Interlopers. I have watched many of your Source SDK tutorials over the last couple of months. I appreciate all the help that you have given me in figuring out how to get what is in my imagination out into hammer. I play Fortress Forever and have begun to make maps for the game. It is running on the Source SDK 2006 engine which, is ancient. I love angled architecture and have been running into issues trying to get angles on my arches because Hammer has issues with compiling it. I have learned many tricks to work around Hammer's limitations. I have learned how to slice the face of the angled block so that Hammer views the face as two triangles instead of one plane. Although I can do this, it is time consuming. I have learned that some of the developers who have created maps have used displacements for this architecture to speed up the process. I have figured out a way to do the same architecture with displacements but, when I try to load my map after compiling it, it refuses to load and the game sits at the title screen. I have no idea what is going on and would like any help you can provide. When using the Alt+p option to find any errors in the map, Hammer finds none so, I am completely perplexed. Below is a screen shot of some test architecture with my approach to angled architecture. Any ideas on a solution would be completely and utterly appreciated.


http://cloud-4.steampowered.com/ugc/328 ... DA6B78CE9/

I have tried turning the displacement into a func_detail when it would not work as just a displacement so, when you see that error know that I have tried it both ways. I'm sorry I am new to Hammer so, removing func_detail from a brush is not something I currently know how to do and I did not want to spend time remaking the brushes on test architecture. I do have another piece of test architecture made slightly different than this brush that has the same issue. If you would like to see that architecture I can put that forth as an example as well.

In my next two replies I will copy/past my log file.
Last edited by BEAN on Wed Apr 30, 2014 9:06 pm, edited 1 time in total.
BEAN
Member
Member
 
Joined: Wed Apr 30, 2014 7:18 am

Re: Angled Arched Architecture Displacement Issue...

Postby BEAN on Wed Apr 30, 2014 8:49 pm

Here is Part 1 of my log file:

materialPath: C:\Program Files\Steam\SteamApps\sourcemods\FortressForever\materials
Loading C:\Program Files\Steam\SteamApps\sourcemods\FortressForever\maps\Untitled - Textured.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\SteamApps\sourcemods\FortressForever\maps\Untitled - Textured.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...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (15984 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 26 texinfos to 15
Reduced 4 texdatas to 4 (99 bytes to 99)
Writing C:\Program Files\Steam\SteamApps\sourcemods\FortressForever\maps\Untitled - Textured.bsp
0 seconds elapsed



4 threads
reading c:\program files\steam\steamapps\sourcemods\fortressforever\maps\Untitled - Textured.bsp
reading c:\program files\steam\steamapps\sourcemods\fortressforever\maps\Untitled - Textured.prt
29 portalclusters
97 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
Total clusters visible: 495
Average clusters visible: 17
Building PAS...
Average clusters audible: 29
visdatasize:479 compressed from 464
writing c:\program files\steam\steamapps\sourcemods\fortressforever\maps\Untitled - Textured.bsp
0 seconds elapsed



Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file C:\Program Files\Steam\steamapps\common\SourceSDK\bin\ep1\bin\lights.rad.
Loading c:\program files\steam\steamapps\sourcemods\fortressforever\maps\Untitled - Textured.bsp
66 faces
12382 square feet [1783014.00 square inches]
4 displacements
81 square feet [11769.29 square inches]
66 patches before subdivision
1731 patches after subdivision
5 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 145806, max 237
transfer lists: 1.1 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(9440, 9336, 8577)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(1328, 1296, 1092)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(187, 180, 139)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(26, 25, 18)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(4, 3, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0007 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace 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
BEAN
Member
Member
 
Joined: Wed Apr 30, 2014 7:18 am

Re: Angled Arched Architecture Displacement Issue...

Postby BEAN on Wed Apr 30, 2014 8:49 pm

Here is part two of my log file:

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 47/8192 564/98304 ( 0.6%)
brushsides 405/65536 3240/524288 ( 0.6%)
planes 258/65536 5160/1310720 ( 0.4%)
vertexes 257/65536 3084/786432 ( 0.4%)
nodes 77/65536 2464/2097152 ( 0.1%)
texinfos 15/12288 1080/884736 ( 0.1%)
texdata 4/2048 128/65536 ( 0.2%)
dispinfos 4/0 704/0 ( 0.0%)
disp_verts 100/0 2000/0 ( 0.0%)
disp_tris 128/0 256/0 ( 0.0%)
disp_lmsamples 300/0 300/0 ( 0.0%)
faces 66/65536 3696/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 34/65536 1904/3670016 ( 0.1%)
leaves 79/65536 2528/2097152 ( 0.1%)
leaffaces 63/65536 126/131072 ( 0.1%)
leafbrushes 126/65536 252/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 440/512000 1760/2048000 ( 0.1%)
edges 305/256000 1220/1024000 ( 0.1%)
LDR worldlights 5/8192 440/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 8/32768 80/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 102/65536 204/131072 ( 0.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 144176/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 479/16777216 ( 0.0%)
entdata [variable] 869/393216 ( 0.2%)
LDR leaf ambient 79/65536 1896/1572864 ( 0.1%)
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] 10032/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 15984/4194304 ( 0.4%)
==== Total Win32 BSP file data space used: 204692 bytes ====

Total triangle count: 172
Writing c:\program files\steam\steamapps\sourcemods\fortressforever\maps\Untitled - Textured.bsp
0 seconds elapsed



materialPath: C:\Program Files\Steam\SteamApps\sourcemods\FortressForever\materials
Loading C:\Program Files\Steam\SteamApps\sourcemods\FortressForever\maps\Untitled - Textured.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...10**** leaked ****
Entity light (-2.00 687.00 0.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
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...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (16144 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 28 texinfos to 15
Reduced 4 texdatas to 4 (99 bytes to 99)
Writing C:\Program Files\Steam\SteamApps\sourcemods\FortressForever\maps\Untitled - Textured.bsp
0 seconds elapsed



4 threads
reading c:\program files\steam\steamapps\sourcemods\fortressforever\maps\Untitled - Textured.bsp
reading c:\program files\steam\steamapps\sourcemods\fortressforever\maps\Untitled - Textured.prt
LoadPortals: couldn't read c:\program files\steam\steamapps\sourcemods\fortressforever\maps\Untitled - Textured.prt



Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file C:\Program Files\Steam\steamapps\common\SourceSDK\bin\ep1\bin\lights.rad.
Loading c:\program files\steam\steamapps\sourcemods\fortressforever\maps\Untitled - Textured.bsp
No vis information, direct lighting only.
80 faces
14378 square feet [2070492.63 square inches]
4 displacements
81 square feet [11769.29 square inches]
5 direct lights
0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.0006 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace 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 1/1024 48/49152 ( 0.1%)
brushes 47/8192 564/98304 ( 0.6%)
brushsides 405/65536 3240/524288 ( 0.6%)
planes 264/65536 5280/1310720 ( 0.4%)
vertexes 277/65536 3324/786432 ( 0.4%)
nodes 203/65536 6496/2097152 ( 0.3%)
texinfos 15/12288 1080/884736 ( 0.1%)
texdata 4/2048 128/65536 ( 0.2%)
dispinfos 4/0 704/0 ( 0.0%)
disp_verts 100/0 2000/0 ( 0.0%)
disp_tris 128/0 256/0 ( 0.0%)
disp_lmsamples 300/0 300/0 ( 0.0%)
faces 80/65536 4480/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 34/65536 1904/3670016 ( 0.1%)
leaves 205/65536 6560/2097152 ( 0.3%)
leaffaces 136/65536 272/131072 ( 0.2%)
leafbrushes 62/65536 124/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 476/512000 1904/2048000 ( 0.1%)
edges 342/256000 1368/1024000 ( 0.1%)
LDR worldlights 5/8192 440/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 4/32768 40/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 48/65536 96/131072 ( 0.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 166408/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 870/393216 ( 0.2%)
LDR leaf ambient 205/65536 4920/1572864 ( 0.3%)
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] 10032/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 16144/4194304 ( 0.4%)
==== Total Win32 BSP file data space used: 239000 bytes ====

Total triangle count: 180
Writing c:\program files\steam\steamapps\sourcemods\fortressforever\maps\Untitled - Textured.bsp
0 seconds elapsed



materialPath: C:\Program Files\Steam\SteamApps\sourcemods\FortressForever\materials
Loading C:\Program Files\Steam\SteamApps\sourcemods\FortressForever\maps\Untitled - Textured.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\SteamApps\sourcemods\FortressForever\maps\Untitled - Textured.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...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (16128 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 28 texinfos to 15
Reduced 4 texdatas to 4 (99 bytes to 99)
Writing C:\Program Files\Steam\SteamApps\sourcemods\FortressForever\maps\Untitled - Textured.bsp
0 seconds elapsed



4 threads
reading c:\program files\steam\steamapps\sourcemods\fortressforever\maps\Untitled - Textured.bsp
reading c:\program files\steam\steamapps\sourcemods\fortressforever\maps\Untitled - Textured.prt
33 portalclusters
113 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
Total clusters visible: 617
Average clusters visible: 18
Building PAS...
Average clusters audible: 33
visdatasize:600 compressed from 528
writing c:\program files\steam\steamapps\sourcemods\fortressforever\maps\Untitled - Textured.bsp
0 seconds elapsed



Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file C:\Program Files\Steam\steamapps\common\SourceSDK\bin\ep1\bin\lights.rad.
Loading c:\program files\steam\steamapps\sourcemods\fortressforever\maps\Untitled - Textured.bsp
64 faces
13992 square feet [2014938.50 square inches]
4 displacements
81 square feet [11769.29 square inches]
64 patches before subdivision
1469 patches after subdivision
5 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 119105, max 217
transfer lists: 0.9 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(7477, 7395, 6793)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(988, 962, 808)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(137, 131, 101)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(19, 18, 12)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(3, 2, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0008 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace 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
BEAN
Member
Member
 
Joined: Wed Apr 30, 2014 7:18 am

Re: Angled Arched Architecture Displacement Issue...

Postby BEAN on Wed Apr 30, 2014 8:50 pm

And Finally part 3:

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 47/8192 564/98304 ( 0.6%)
brushsides 405/65536 3240/524288 ( 0.6%)
planes 262/65536 5240/1310720 ( 0.4%)
vertexes 285/65536 3420/786432 ( 0.4%)
nodes 70/65536 2240/2097152 ( 0.1%)
texinfos 15/12288 1080/884736 ( 0.1%)
texdata 4/2048 128/65536 ( 0.2%)
dispinfos 4/0 704/0 ( 0.0%)
disp_verts 100/0 2000/0 ( 0.0%)
disp_tris 128/0 256/0 ( 0.0%)
disp_lmsamples 300/0 300/0 ( 0.0%)
faces 64/65536 3584/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 34/65536 1904/3670016 ( 0.1%)
leaves 72/65536 2304/2097152 ( 0.1%)
leaffaces 92/65536 184/131072 ( 0.1%)
leafbrushes 124/65536 248/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 421/512000 1684/2048000 ( 0.1%)
edges 293/256000 1172/1024000 ( 0.1%)
LDR worldlights 5/8192 440/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 7/32768 70/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 90/65536 180/131072 ( 0.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 154360/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 600/16777216 ( 0.0%)
entdata [variable] 868/393216 ( 0.2%)
LDR leaf ambient 72/65536 1728/1572864 ( 0.1%)
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] 10032/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 16128/4194304 ( 0.4%)
==== Total Win32 BSP file data space used: 214724 bytes ====

Total triangle count: 157
Writing c:\program files\steam\steamapps\sourcemods\fortressforever\maps\Untitled - Textured.bsp
0 seconds elapsed



materialPath: C:\Program Files\Steam\SteamApps\sourcemods\FortressForever\materials
Loading C:\Program Files\Steam\SteamApps\sourcemods\FortressForever\maps\Untitled - Textured.vmf
Error: displacement found on a(n) func_detail entity - not supported



4 threads
reading c:\program files\steam\steamapps\sourcemods\fortressforever\maps\Untitled - Textured.bsp
reading c:\program files\steam\steamapps\sourcemods\fortressforever\maps\Untitled - Textured.prt
LoadPortals: couldn't read c:\program files\steam\steamapps\sourcemods\fortressforever\maps\Untitled - Textured.prt



materialPath: C:\Program Files\Steam\SteamApps\sourcemods\FortressForever\materials
Loading C:\Program Files\Steam\SteamApps\sourcemods\FortressForever\maps\Untitled - Textured.vmf
Error: displacement found on a(n) func_detail entity - not supported



4 threads
reading c:\program files\steam\steamapps\sourcemods\fortressforever\maps\Untitled - Textured.bsp
reading c:\program files\steam\steamapps\sourcemods\fortressforever\maps\Untitled - Textured.prt
LoadPortals: couldn't read c:\program files\steam\steamapps\sourcemods\fortressforever\maps\Untitled - Textured.prt



Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file C:\Program Files\Steam\steamapps\common\SourceSDK\bin\ep1\bin\lights.rad.
Loading c:\program files\steam\steamapps\sourcemods\fortressforever\maps\Untitled - Textured.bsp
64 faces
13992 square feet [2014938.50 square inches]
4 displacements
81 square feet [11769.29 square inches]
64 patches before subdivision
1469 patches after subdivision
5 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 119105, max 217
transfer lists: 0.9 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(7477, 7395, 6793)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(988, 962, 808)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(137, 131, 101)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(19, 18, 12)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(3, 2, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0007 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace 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 1/1024 48/49152 ( 0.1%)
brushes 47/8192 564/98304 ( 0.6%)
brushsides 405/65536 3240/524288 ( 0.6%)
planes 262/65536 5240/1310720 ( 0.4%)
vertexes 285/65536 3420/786432 ( 0.4%)
nodes 70/65536 2240/2097152 ( 0.1%)
texinfos 15/12288 1080/884736 ( 0.1%)
texdata 4/2048 128/65536 ( 0.2%)
dispinfos 4/0 704/0 ( 0.0%)
disp_verts 100/0 2000/0 ( 0.0%)
disp_tris 128/0 256/0 ( 0.0%)
disp_lmsamples 300/0 300/0 ( 0.0%)
faces 64/65536 3584/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 34/65536 1904/3670016 ( 0.1%)
leaves 72/65536 2304/2097152 ( 0.1%)
leaffaces 92/65536 184/131072 ( 0.1%)
leafbrushes 124/65536 248/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 421/512000 1684/2048000 ( 0.1%)
edges 293/256000 1172/1024000 ( 0.1%)
LDR worldlights 5/8192 440/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 7/32768 70/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 90/65536 180/131072 ( 0.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 154360/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 600/16777216 ( 0.0%)
entdata [variable] 868/393216 ( 0.2%)
LDR leaf ambient 72/65536 1728/1572864 ( 0.1%)
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] 10032/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 16128/4194304 ( 0.4%)
==== Total Win32 BSP file data space used: 214724 bytes ====

Total triangle count: 157
Writing c:\program files\steam\steamapps\sourcemods\fortressforever\maps\Untitled - Textured.bsp
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Re: Angled Arched Architecture Displacement Issue...

Postby zombie@computer on Wed Apr 30, 2014 9:09 pm

mapname has a space in it... two even
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Re: Angled Arched Architecture Displacement Issue...

Postby marnamai on Wed Apr 30, 2014 9:43 pm

you also have a leak (hole in your map or entity origin outside your map)

displacements can't be func_detail, it will cause the map to fail to compile

if you want to make a brush entity back to a normal brush, select the entity and click the "to world" button
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Re: Angled Arched Architecture Displacement Issue...

Postby BEAN on Wed Apr 30, 2014 9:49 pm

zombie@computer wrote:mapname has a space in it... two even



This will cause Hammer to have issues?
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Re: Angled Arched Architecture Displacement Issue...

Postby marnamai on Wed Apr 30, 2014 9:51 pm

yes

all 3 problems mentioned so far will cause your map compile to fail

- no spaces in map names (use underscores instead)
- fix the leak
- don't use displacements as brush entities
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Re: Angled Arched Architecture Displacement Issue...

Postby BEAN on Wed Apr 30, 2014 10:00 pm

marnamai wrote:you also have a leak (hole in your map or entity origin outside your map)

displacements can't be func_detail, it will cause the map to fail to compile

if you want to make a brush entity back to a normal brush, select the entity and click the "to world" button


Yes, I know that displacements can't be a func_detail but, as I stated, had no idea how to return the geometry back to normal. Thank you for the solution. I had fixed the leak prior to you mentioning it but, it still would not compile. I changed the name that Hammer gave to the file and it complied:/. I can't believe that is all it was. Thank you guys for all your help.
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Re: Angled Arched Architecture Displacement Issue...

Postby BEAN on Wed Apr 30, 2014 10:02 pm

One more question before I get down to some serious mapping, How much displacement architecture can be used in a map before the use causes Hammer to throw up?
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Re: Angled Arched Architecture Displacement Issue...

Postby [KIRBY] on Thu May 01, 2014 4:36 am

ok some tips
1. to return displacements to normal brush, select them and in edit window select destroy option
2. do not go OH EM GEE I CAN USE DISPLACEMENTS if you are just starting to map, displacements tend to be made AFTER you are done with everything else in the map
3. also Hammer can handle A LOT of displacements, but that does not mean that you should be using them everywhere and for everything
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Re: Angled Arched Architecture Displacement Issue...

Postby Major Banter on Thu May 01, 2014 4:15 pm

[KIRBY] wrote:1. to return displacements to normal brush, select them and in edit window select destroy option
2. do not go OH EM GEE I CAN USE DISPLACEMENTS if you are just starting to map, displacements tend to be made AFTER you are done with everything else in the map
3. also Hammer can handle A LOT of displacements, but that does not mean that you should be using them everywhere and for everything

I wouldn't entirely agree with these tips personally.
1. Only destroy when you wish to entirely rebuild a displacement; it will return it to its default brush size and shape. Kirby has probably misinterpreted the 'to world' to remove the func_detail nature of the brush, though correct me if I'm wrong.
2. Again, I would disagree, but Kirby does imply a good point here. Complex architecture is your very last focus, and that applies to everything from curved walls to cliffs. Hills, natural scenery, blah blah blah you can bash out displacements for very quickly. Don't be afraid to use them and experiment if they're important to the fundamental structure of the level - i.e., the floor.
3. Agreed. Displacements are cheap but carry a lot of caveats; they are not constant replacements for brush-based architecture and while they cut down on complex brush counts, they still need brushes to seal them. Furthermore, they have notable lighting issues when intersecting BSP brushes or each other.
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Re: Angled Arched Architecture Displacement Issue...

Postby BEAN on Fri May 02, 2014 2:08 am

Major Banter wrote:
[KIRBY] wrote:3. Agreed. Displacements are cheap but carry a lot of caveats; they are not constant replacements for brush-based architecture and while they cut down on complex brush counts, they still need brushes to seal them. Furthermore, they have notable lighting issues when intersecting BSP brushes or each other.


I can only learn by trying. There will be things that I build that will not work and some that will. Hopefully solutions to my issues will be known by those of you here who have far more experience with Hammer than I. I do not know how the lighting will affect my displacements so, I will have to ask for help when I cannot figure out the issues I am having. So far people have been nice enough to help and this has encouraged my map building.

I do have another question about displacements that I hope someone has an answer to. When using displacements on the face on the ceiling, the displacement coordinates do not show up on the top view like when you are doing a displacement on the floor. Is there a setting that has to be selected in order to view the coordinates? The only thing I could figure out was to build the displacement from the top view in the opposite direction, then flip it so that it would work. I do not understand why the displacement coordinates do not show up on the top view when you are using them on the bottom of architecture. It might just be a flaw in the 2006 version that was fixed in the current builds of hammer.
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Re: Angled Arched Architecture Displacement Issue...

Postby [KIRBY] on Fri May 02, 2014 11:14 am

if you are just learning hammer, forget about displacements for now
block things out first and make sure your map works, because displacements will not guarantee good looks, and they are not guaranteed to improve gameplay
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Re: Angled Arched Architecture Displacement Issue...

Postby Major Banter on Fri May 02, 2014 2:15 pm

[KIRBY] wrote:if you are just learning hammer, forget about displacements for now

That's like saying 'forget about lighting' because it's not fundamental to gameplay. No, it's not, but how else are you going to learn the intricacies that later enhance the gameplay? There's plenty of good tutorials for beginner displacement work, and the quicker Bean gets a grasp of them, the quicker he/she can implement them thoroughly. Equally, there does get to a point where you're spending more time on a displacement than finishing the damn level. Don't do that.

Again, of course top quality blocking will trump displacements every day of the week, but you're a beginner. Use displacements to your heart's content Bean, because let's be honest - nobody's first ten maps look good or play well anyway.

In regards to your issue, I honestly have no idea what you're on about. Co-ordinates refer to XYZ axis that precisely indicate a point or space, and I have never considered them in regards to displacements - I use them for finding leaks and so on. I created 2 quick screenies so you could elaborate further.

Displacements overlaid:

Image

Displacements adjacent:

Image

This is in Singleplayer 2013, but it's functionally identical to 2006. If you are referring to the cross-hatch structure, nothing you can do.
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