Source SDK

Source SDK

Map is completely glitchy, player falls through displacement...
I have a map on the workshop called gm_islands(found here http://steamcommunity.com/sharedfiles/filedetails/?id=774489597)
the workshop version works perfectly fine, today i was trying to patch and add a few things to the map to update it and it seems to have broke entirely, The main island displacements are glitchy and the player falls through them as if they have no collision all of a sudden, also if you are under the water and look up, the water fog now dissapears. The displacement also seems to dissapear if you look at a certain angle at it. I only added a water/airlock to an elevator that connects to the surface and polished up some npc node placements from the previous working version. In all my years of hammer editing i have never seen bugs where a player falls through a displacement or the displacement having trouble rendering.(Sadly i do not have a previous version of it)
Last edited by forsomethings1; Oct 12, 2016 @ 7:10pm
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Showing 1-10 of 10 comments
forsomethings1 Oct 12, 2016 @ 6:56pm 
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\de_islandwar"

Valve Software - vbsp.exe (Oct 13 2015)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials
Loading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\de_islandwar.vmf
Can't find surfaceprop antlionsand for material NATURE/BLENDSANDSAND008A, using default
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/de_islandwar/nature/blendsandsand008a_wvt_patch
Patching WVT material: maps/de_islandwar/concrete/blendconcretegravel001a_wvt_patch
Patching WVT material: maps/de_islandwar/nature/blendrocksand004a_wvt_patch
fixing up env_cubemap materials on brush sides...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial
done (2)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 162 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\de_islandwar.prt...Building visibility clusters...
done (0)
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (995723 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9..Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
.10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 1544 texinfos to 899
Reduced 158 texdatas to 118 (6934 bytes to 5179)
Writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\de_islandwar.bsp
Wrote ZIP buffer, estimated size 1786661, actual size 1769161
5 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vvis.exe"
** Parameters: -fast -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\de_islandwar"

Valve Software - vvis.exe (Oct 13 2015)
fastvis = true
8 threads
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\de_islandwar.bsp
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\de_islandwar.prt
5167 portalclusters
15157 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (6)
Optimized: 118001 visible clusters (0.45%)
Total clusters visible: 26117166
Average clusters visible: 5054
Building PAS...
Average clusters audible: 5164
visdatasize:6696956 compressed from 6696432
writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\de_islandwar.bsp
11 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe"
** Parameters: -bounce 2 -noextra -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\de_islandwar"

Valve Software - vrad.exe SSE (Oct 13 2015)

Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\de_islandwar.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure... Done (0.70 seconds)
12135 faces
7 degenerate faces
69744544 square feet [10043213824.00 square inches]
14 Displacements
2931557 Square Feet [422144256.00 Square Inches]
12128 patches before subdivision
69144 patches after subdivision
sun extent from map=0.000000
light has _fifty_percent_distance of 114.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 56.000000 but _zero_percent_distance of 0.000000
112 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (23)
transfers 12678080, max 1697
transfer lists: 96.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(540820, 484666, 331226)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(108249, 99772, 70253)
Build Patch/Sample Hash Table(s).....Done<0.0192 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (62)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 81/1024 3888/49152 ( 7.9%)
brushes 449/8192 5388/98304 ( 5.5%)
brushsides 5596/65536 44768/524288 ( 8.5%)
planes 10288/65536 205760/1310720 (15.7%)
vertexes 14541/65536 174492/786432 (22.2%)
nodes 12773/65536 408736/2097152 (19.5%)
texinfos 899/12288 64728/884736 ( 7.3%)
texdata 118/2048 3776/65536 ( 5.8%)
dispinfos 14/0 2464/0 ( 0.0%)
disp_verts 4046/0 80920/0 ( 0.0%)
disp_tris 7168/0 14336/0 ( 0.0%)
disp_lmsamples 183355/0 183355/0 ( 0.0%)
faces 12135/65536 679560/3670016 (18.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1720/65536 96320/3670016 ( 2.6%)
leaves 12855/65536 411360/2097152 (19.6%)
leaffaces 12948/65536 25896/131072 (19.8%)
leafbrushes 12354/65536 24708/131072 (18.9%)
areas 3/256 24/2048 ( 1.2%)
surfedges 58183/512000 232732/2048000 (11.4%)
edges 31571/256000 126284/1024000 (12.3%)
LDR worldlights 112/8192 9856/720896 ( 1.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 8/32768 96/393216 ( 0.0%)
waterstrips 446/32768 4460/327680 ( 1.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 6672/65536 13344/131072 (10.2%)
cubemapsamples 19/1024 304/16384 ( 1.9%)
overlays 11/512 3872/180224 ( 2.1%)
LDR lightdata [variable] 3140264/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 6696956/16777216 (39.9%)
entdata [variable] 194042/393216 (49.3%)
LDR ambient table 12855/65536 51420/262144 (19.6%)
HDR ambient table 12855/65536 51420/262144 (19.6%)
LDR leaf ambient 64946/65536 1818488/1835008 (99.1%) VERY FULL!
HDR leaf ambient 12855/65536 359940/1835008 (19.6%)
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] 1/192 ( 0.5%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/2466 ( 0.0%)
pakfile [variable] 1769161/0 ( 0.0%)
physics [variable] 995723/4194304 (23.7%)
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 27011
Writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\de_islandwar.bsp
1 minute, 36 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\program files (x86)\steam\steamapps\common\sourcesdk_content\cstrike\mapsrc\de_islandwar.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\de_islandwar.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\hl2.exe"
** Parameters: -allowdebug -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" +map "de_islandwar"

forsomethings1 Oct 12, 2016 @ 7:00pm 
i have spent hours trying to fix it, the only thing that works is if i delete the main water brush, then it works fine, but it had that water brush before and worked perfectly fine, im sure i didnt mess anything up adding a func door for the water lock and messing with npc nodes
Last edited by forsomethings1; Oct 12, 2016 @ 7:08pm
76561198041347291 Oct 12, 2016 @ 10:07pm 
The only time I have seen displacements without any collision is when the level designer checked 'No Physics collision', 'No hull collision' and 'No ray collision' in the displacement tab.

Secondly, paste your compile log on interlopers.com/errors

Last edited by 76561198041347291; Oct 12, 2016 @ 10:08pm
forsomethings1 Oct 13, 2016 @ 9:36am 
those options are not checked, the displacement is there and all props, ragdolls ect have perfect collison with it, just not player, and whats even weirder is that the player does have collision with the displacement only on certain parts, then there are other parts where the player kinda falls halfway through it then gets stuck in the ground. Its as if the map is overloaded and the engine is failing to fully compile the collisions.
Snoopy Oct 13, 2016 @ 6:02pm 
You have 7 degenerate faces, are these the areas you fall through maybe?

Using power 4 on displacements may be partly responsible?

Is this used on your displacements?:
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!

Water issues may be from?:
material NATURE/WATER_COAST01_BENEATH doesn't have a $bottommaterial

You have no water_lod_control (default one added but you should place one somewhere)
Snjár_ Jan 9, 2018 @ 9:56am 
Sorry to necro this forum, but was this situation ever solved? I seem to be having this problem now.
Moltard Jan 9, 2018 @ 10:00am 
Can you post your compile log on pastebin and link it here (to not make a 100 lines long post)
forsomethings1 Jan 9, 2018 @ 10:39am 
LOL I completely forgot about this forum. This was never solved no. I just gave up on it and attributed it to the map somehow getting corrupted(I never made a backup save). Also the map had ALOT of water that may have put the source engine to its limits and caused weird things to happen.
Last edited by forsomethings1; Jan 9, 2018 @ 10:45am
Peter Brev Jan 10, 2018 @ 3:03am 
Do you still happen to have the map?
WRAITH of MAYA Jun 17, 2024 @ 9:04am 
same thing, i just copied all of the geometry from one map i made to another, and character drops through floor every time i compiled, even when i add an abosultley new cube mesh under spawn, he just falls and no idea how to fix it, no any errors in logs
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