Hammer help

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

Post your compile log in here and follow the instructions.

Also, before the moderators arrive, this goes in the Help section of the forums. Also, when I had a fail displacement (actually three fail displacements but that is beside the point) I never got a message and just ended up removing them. But I think that you’ll get some errors, actually I may run it myself, just for the heck of it…

EDIT: You got this among other things:

How much of a mess are you displacements? Jesus, 368 seems like a lot. I may be wrong though…

As in overlapping or touching? I don’t want to run into this problem myself.

So I shouldn’t overlap the brushes? I’m terribly sorry, I’m absolutely exhausted today, and as such, I can’t seem to comprehend anything other than not pissing on myself in the bathroom.

so displacements cant touch one another?
what if i want a big high poly displacement?

I looked at your map. It seems you have been shaping (with Paint Geometry) both top and bottom surfaces which in several places have caused top and bottom to share edges and the sides have partially disappeared. Since you’re only interested in the top surface there is no need to touch the others.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.