Help (Displacements x props)

H

hcouto70

Guest
I am having problems with displacements in the creation of maps for hl2. I do not obtain to make displacements to collide with objects of the map (props) such as boxes, weapons, cars etc. When I enter in the map that I am editing, the objects (props) pass through displacements. Somebody could give a help to me?

Thank you.
 
Thats a bug in the SDK... I believe compiling BSP with the "-novirtualmesh" command... so in hammer when setting things up it would look like this:

-game $gamedir $path\$file -novirtualmesh

for BSP that is.

//Unarmed
 
Thanks for replay. Really, the parameter “- novirtualmesh” decided the problem with displacements. But me it seems that the use in the compilation way expert is causing me another problem. The configuration that I am using is the following one:

$bsp_exe -game $gamedir $path\$file -novirtualmesh
$vis_exe -game $gamedir $path\$file
$light_exe -game $gamedir $path\$file
Copy file $path\$file.bsp $bspdir\$file.bsp

And de check box "Use Process Windows" is cheked.

After compiling the map, when I enter in hl2 (in the console I type “map mapname”) to play the new compiled map, this was not modified in relation to the previous one. It continues the same map as before the compilation. I believe that it is some thing in the parameters in the way expert. Or no?

I obtain to play the new map only after restarting the computer.
 
Its the compile process...

** Executing...
** Command: "c:\arquivos de programas\valve\steam\steamapps\hcouto70\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\arquivos de programas\valve\steam\steamapps\hcouto70\half-life 2\hl2" "c:\arquivos de programas\valve\steam\steamapps\hcouto70\sourcesdk_content\hl2\mapsrc\02paranoid" -novirtualmesh

Valve Software - vbsp.exe (Aug 4 2006)
Command line: "c:\arquivos de programas\valve\steam\steamapps\hcouto70\sourcesdk\bin\vbsp.exe" "-game" "c:\arquivos de programas\valve\steam\steamapps\hcouto70\half-life 2\hl2" "c:\arquivos de programas\valve\steam\steamapps\hcouto70\sourcesdk_content\hl2\mapsrc\02paranoid" "-novirtualmesh"

usage : vbsp [options...] mapfile
example: vbsp -onlyents c:\hl2\hl2\maps\test

Common options (use -v to see all options):

-v (or -verbose): Turn on verbose output (also shows more command
line options).

-onlyents : This option causes vbsp only import the entities from the .vmf
file. -onlyents won't reimport brush models.
-onlyprops : Only update the static props and detail props.
-glview : Writes .gl files in the current directory that can be viewed
with glview.exe. If you use -tmpout, it will write the files
into the \tmp folder.
-nodetail : Get rid of all detail geometry. The geometry left over is
what affects visibility.
-nowater : Get rid of water brushes.
-low : Run as an idle-priority process.

-vproject <directory> : Override the VPROJECT environment variable.
-game <directory> : Same as -vproject.


** Executing...
** Command: "c:\arquivos de programas\valve\steam\steamapps\hcouto70\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\arquivos de programas\valve\steam\steamapps\hcouto70\half-life 2\hl2" "c:\arquivos de programas\valve\steam\steamapps\hcouto70\sourcesdk_content\hl2\mapsrc\02paranoid"

Valve Software - vvis.exe (May 22 2006)
1 threads
reading c:\arquivos de programas\valve\steam\steamapps\hcouto70\sourcesdk_content\hl2\mapsrc\02paranoid.bsp
reading c:\arquivos de programas\valve\steam\steamapps\hcouto70\sourcesdk_content\hl2\mapsrc\02paranoid.prt
72 portalclusters
126 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 5184
Average clusters visible: 72
Building PAS...
Average clusters audible: 72
visdatasize:1876 compressed from 2304
writing c:\arquivos de programas\valve\steam\steamapps\hcouto70\sourcesdk_content\hl2\mapsrc\02paranoid.bsp
0 seconds elapsed

** Executing...
** Command: "c:\arquivos de programas\valve\steam\steamapps\hcouto70\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\arquivos de programas\valve\steam\steamapps\hcouto70\half-life 2\hl2" "c:\arquivos de programas\valve\steam\steamapps\hcouto70\sourcesdk_content\hl2\mapsrc\02paranoid"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\arquivos de programas\valve\steam\steamapps\hcouto70\sourcesdk_content\hl2\mapsrc\02paranoid.bsp
181 faces
1577035 square feet [227093152.00 square inches]
1 displacements
28363 square feet [4084317.25 square inches]
181 patches before subdivision
301 patches after subdivision
2 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 (0)
transfers 727, max 39
transfer lists: 0.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0007 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace 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 6/8192 72/98304 ( 0.1%)
brushsides 36/65536 288/524288 ( 0.1%)
planes 80/65536 1600/1310720 ( 0.1%)
vertexes 194/65536 2328/786432 ( 0.3%)
nodes 283/65536 9056/2097152 ( 0.4%)
texinfos 2/12288 144/884736 ( 0.0%)
texdata 2/2048 64/65536 ( 0.1%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 81/0 1620/0 ( 0.0%)
disp_tris 128/0 256/0 ( 0.0%)
disp_lmsamples 4356/0 4356/0 ( 0.0%)
faces 181/65536 10136/3670016 ( 0.3%)
hdr faces 181/65536 10136/3670016 ( 0.3%)
origfaces 7/65536 392/3670016 ( 0.0%)
leaves 285/65536 9120/2097152 ( 0.4%)
leaffaces 180/65536 360/131072 ( 0.3%)
leafbrushes 180/65536 360/131072 ( 0.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 752/512000 3008/2048000 ( 0.1%)
edges 390/256000 1560/1024000 ( 0.2%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 2/8192 176/720896 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 4360/0 ( 0.0%)
HDR lightdata [variable] 4360/0 ( 0.0%)
visdata [variable] 1876/16777216 ( 0.0%)
entdata [variable] 1133/393216 ( 0.3%)
LDR leaf ambient 285/65536 6840/1572864 ( 0.4%)
HDR leaf ambient 285/65536 6840/1572864 ( 0.4%)
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] 10014/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 2320/4194304 ( 0.1%)
==== Total Win32 BSP file data space used: 93193 bytes ====

Total triangle count: 362
Writing c:\arquivos de programas\valve\steam\steamapps\hcouto70\sourcesdk_content\hl2\mapsrc\02paranoid.bsp
1 second elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\arquivos de programas\valve\steam\steamapps\hcouto70\sourcesdk_content\hl2\mapsrc\02paranoid.bsp" "c:\arquivos de programas\valve\steam\steamapps\hcouto70\half-life 2\hl2\maps\02paranoid.bsp"
 
yes, in the console I type map 02paranoid as I always made.

After using the way expert this problem started. If I to use the normal compilation the problem disappears, but displacement comes back to be without collision.
 
Hmm... Something is wrong with thte setup of VBSP.

I think you have placed the -nevirtualmesh in the wrong place. VBSP then does nothing and VVIS and VRAD goes on to work with what they thing is new files but really is old files and thus you end up with the same map.

Here is a screen of how the setup should be.
http://developer.valvesoftware.com/w/images/6/6a/Novirtualmesh.JPG

Hope that helps.
 
Decided problem. Thanks a lot to all for the help. It was accurately this Unarmed.
 
It's been aroudn for along time but I fear we will have to wait until EP2 until VALVe gives us the fix for it... they are a bit annaoying like that.
 
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