Im making a map in hammer but cant get the my displacement to render in game.
heres a compile log
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\ducis611\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\ducis611\half-life 2 episode two\ep2" "C:\Users\Reid\Documents\office"
Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\ducis611\half-life 2 episode two\ep2\materials
Loading C:\Users\Reid\Documents\office.vmf
Patching WVT material: maps/office/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 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...error: material NATURE/WATER_CANALS03_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_CANALS03_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_CANALS03_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_CANALS03_BENEATH doesn't have a $bottommaterial
done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Reid\Documents\office.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.
Warning: overflowed 368 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...
Displacement 290 has bad geometry near -1920.00 160.00 -463.15
Can't compile displacement physics, exiting. Texture is NATURE/BLENDROCKDIRT_TUNNEL03A
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\ducis611\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\ducis611\half-life 2 episode two\ep2" -fast "C:\Users\Reid\Documents\office"
Valve Software - vvis.exe (May 19 2009)
fastvis = true
4 threads
reading c:\users\reid\documents\office.bsp
reading c:\users\reid\documents\office.prt
324 portalclusters
1178 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 2442 visible clusters (0.00%)
Total clusters visible: 93520
Average clusters visible: 288
Building PAS...
Average clusters audible: 324
visdatasize:29246 compressed from 31104
writing c:\users\reid\documents\office.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\ducis611\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\program files (x86)\steam\steamapps\ducis611\half-life 2 episode two\ep2" "C:\Users\Reid\Documents\office"
Valve Software - vrad.exe SSE (May 19 2009)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading c:\users\reid\documents\office.bsp
Setting up ray-trace acceleration structure... Done (0.36 seconds)
1087 faces
553223 square feet [79664208.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1087 patches before subdivision
zero area child patch
23121 patches after subdivision
13 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (5)
transfers 1583613, max 416
transfer lists: 12.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(57658, 22206, 8438)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(24954, 3311, 263)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(10955, 505, 10)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(5114, 78, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(2309, 12, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1102, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(512, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(252, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(121, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(62, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(31, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(16, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(8, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(5, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #15 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #17 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0173 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
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 (3)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 29/1024 1392/49152 ( 2.8%)
brushes 171/8192 2052/98304 ( 2.1%)
brushsides 1116/65536 8928/524288 ( 1.7%)
planes 766/65536 15320/1310720 ( 1.2%)
vertexes 1731/65536 20772/786432 ( 2.6%)
nodes 781/65536 24992/2097152 ( 1.2%)
texinfos 165/12288 11880/884736 ( 1.3%)
texdata 18/2048 576/65536 ( 0.9%)
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 1087/65536 60872/3670016 ( 1.7%)
hdr faces 1087/65536 60872/3670016 ( 1.7%)
origfaces 599/65536 33544/3670016 ( 0.9%)
leaves 811/65536 25952/2097152 ( 1.2%)
leaffaces 1308/65536 2616/131072 ( 2.0%)
leafbrushes 379/65536 758/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 7625/512000 30500/2048000 ( 1.5%)
edges 4306/256000 17224/1024000 ( 1.7%)
LDR worldlights 13/8192 1144/720896 ( 0.2%)
HDR worldlights 13/8192 1144/720896 ( 0.2%)
leafwaterdata 4/32768 48/393216 ( 0.0%)
waterstrips 113/32768 1130/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1980/65536 3960/131072 ( 3.0%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 960848/0 ( 0.0%)
HDR lightdata [variable] 960848/0 ( 0.0%)
visdata [variable] 29246/16777216 ( 0.2%)
entdata [variable] 26973/393216 ( 6.9%)
LDR ambient table 811/65536 3244/262144 ( 1.2%)
HDR ambient table 811/65536 3244/262144 ( 1.2%)
LDR leaf ambient 1685/65536 47180/1835008 ( 2.6%)
HDR leaf ambient 1684/65536 47152/1835008 ( 2.6%)
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] 1/3734 ( 0.0%)
pakfile [variable] 213674/0 ( 0.0%)
physics [variable] 68027/4194304 ( 1.6%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 3047
Writing c:\users\reid\documents\office.bsp
19 seconds elapsed
Valve Software - vrad.exe SSE (May 19 2009)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading c:\users\reid\documents\office.bsp
Setting up ray-trace acceleration structure... Done (0.37 seconds)
1087 faces
553223 square feet [79664208.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1087 patches before subdivision
zero area child patch
23121 patches after subdivision
13 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (4)
transfers 1583613, max 416
transfer lists: 12.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(57657, 22206, 8438)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(24953, 3311, 263)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(10955, 505, 10)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(5114, 78, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(2309, 12, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(1102, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(512, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(252, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(121, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(62, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(31, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(16, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(8, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(5, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #15 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0190 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
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 (4)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 29/1024 1392/49152 ( 2.8%)
brushes 171/8192 2052/98304 ( 2.1%)
brushsides 1116/65536 8928/524288 ( 1.7%)
planes 766/65536 15320/1310720 ( 1.2%)
vertexes 1731/65536 20772/786432 ( 2.6%)
nodes 781/65536 24992/2097152 ( 1.2%)
texinfos 165/12288 11880/884736 ( 1.3%)
texdata 18/2048 576/65536 ( 0.9%)
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 1087/65536 60872/3670016 ( 1.7%)
hdr faces 1087/65536 60872/3670016 ( 1.7%)
origfaces 599/65536 33544/3670016 ( 0.9%)
leaves 811/65536 25952/2097152 ( 1.2%)
leaffaces 1308/65536 2616/131072 ( 2.0%)
leafbrushes 379/65536 758/131072 ( 0.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 7625/512000 30500/2048000 ( 1.5%)
edges 4306/256000 17224/1024000 ( 1.7%)
LDR worldlights 13/8192 1144/720896 ( 0.2%)
HDR worldlights 13/8192 1144/720896 ( 0.2%)
leafwaterdata 4/32768 48/393216 ( 0.0%)
waterstrips 113/32768 1130/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1980/65536 3960/131072 ( 3.0%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 960848/0 ( 0.0%)
HDR lightdata [variable] 960848/0 ( 0.0%)
visdata [variable] 29246/16777216 ( 0.2%)
entdata [variable] 26973/393216 ( 6.9%)
LDR ambient table 811/65536 3244/262144 ( 1.2%)
HDR ambient table 811/65536 3244/262144 ( 1.2%)
LDR leaf ambient 1685/65536 47180/1835008 ( 2.6%)
HDR leaf ambient 1683/65536 47124/1835008 ( 2.6%)
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] 1/3734 ( 0.0%)
pakfile [variable] 213674/0 ( 0.0%)
physics [variable] 68027/4194304 ( 1.6%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 3047
Writing c:\users\reid\documents\office.bsp
19 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Reid\Documents\office.bsp" "c:\program files (x86)\steam\steamapps\ducis611\half-life 2 episode two\ep2\maps\office.bsp"
heres the .vmf
https://rapidshare.com/files/290872462/office.vmf.html
(sorry for the generic name)
thanks so much for any help