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func_detail broken ingame CS:GO Hammer

  • crowbAr
  • June 11, 2015 at 1:43 PM
  • crowbAr
    • June 11, 2015 at 1:43 PM
    • #1

    Hi,

    Im currently working on a map for the MapCore mapping contest and I encountered an error I never saw before. Here is a screenshot:

    And how it is supposed to look like:


    I use tons of func_detail in my maps, because I dont know how to make props myself (and so far I didnt need to), but sometimes I encountered problems when having too many func_details, this might be one of them.

    I appreciate all help.

  • Vaya
    • June 11, 2015 at 1:48 PM
    • #2

    How are these brushes arranged? is the wood func_detail too?


    I take it the brush is a square shape and doesn't match the missing area?

  • crowbAr
    • June 11, 2015 at 1:56 PM
    • #3

    almost everything you see there is func_detail except parts of the bridge


    while we are at it: is it better to have many single func_details or tie many things into one func_detail? I think there is no difference right?

  • Vaya
    • June 11, 2015 at 2:03 PM
    • #4

    have you deleted and created the brush again?

    Issues like this are normally invalid brushwork (invalid floating point numbers etc) that gets deleted on compile -should be in the compile log- looks pretty solid and simple though...

  • crowbAr
    • June 11, 2015 at 2:06 PM
    • #5

    yeah I remade it multiple times. I will check the compile log

  • ShockaPop
    • June 11, 2015 at 4:04 PM
    • #6

    Could it be too many vertices on one face and thus it breaks the engine/compile process? Try splitting the brush with white texture in to 4 pieces vertically.

  • crowbAr
    • June 11, 2015 at 6:33 PM
    • #7

    it has the normal amount of vertices

    edit: oh do you mean because there are so many small func_detal, each with their own vertices, that there are too many of them for one face ?

  • ShockaPop
    • June 11, 2015 at 7:15 PM
    • #8
    Quote from crowbAr

    it has the normal amount of vertices

    edit: oh do you mean because there are so many small func_detal, each with their own vertices, that there are too many of them for one face ?

    Yes.

  • KernalPanic
    • June 11, 2015 at 7:27 PM
    • #9

    when you ALT+P does hammer complain about anything?

  • crowbAr
    • June 12, 2015 at 7:47 AM
    • #10

    Alt+P shows nothing related to this problem.

    I split the white brush vertically and this happenend:

    Edit: I changed the brush with the white texture to world brush and the problem is still there, so the problem is not func_detail?

  • jackophant
    • June 12, 2015 at 9:54 AM
    • #11

    find the text file for this verson of the map which should be your compile log.

    Run it through the Interlopers.net compile log checker and see if it spits anything out.

  • laminutederire
    • June 12, 2015 at 1:21 PM
    • #12

    I had the same issue, for me it was caused by a misplaced hint which caused the engine to have trouble figuring out what was going on there visibility wise, have you had yellow warnings like like that?

  • crowbAr
    • June 12, 2015 at 6:35 PM
    • #13

    I have no yellow warnings except that water_lod control or something is missing (I know what that is) and that a texture has no surfaceprop something or so. I dont think these relate to anything.

    I tried the compile checker on Interlopers but I got nothing.

    btw thanks for trying to help me guys this bug is getting really annoying. Im ill, when I recover I will try out more things.

  • laminutederire
    • June 12, 2015 at 7:30 PM
    • #14

    Have you checked visleaves in-game with mat_leafvis or something like that, or in hammer with loading portal file in the edition submenu if I remember right?

  • crowbAr
    • June 12, 2015 at 11:51 PM
    • #15

    just checked it, nothing special with it

  • laminutederire
    • June 13, 2015 at 8:22 AM
    • #16

    Then I'm out of ideas, except tweaking your func_detail, as in group everything and making it a func_detail to see what does it gives you :)

  • crowbAr
    • June 13, 2015 at 11:41 AM
    • #17

    deleting the small decoration stuff fixed it. Making everything to one func_detail did nothing. Im not a fan of this solution :(

    maybe this helps though to find what the problem is!

  • Vorontsov
    • June 13, 2015 at 12:51 PM
    • #18

    Let me pull something out of my ass that probably isn't right

    Could it be a visleaf problem?

  • crowbAr
    • June 13, 2015 at 2:23 PM
    • #19

    I dont know. But it would surprise me because func_detail doesnt affect visleafs at all do they? And I checked the portal file. In the past I heard problems about T-junctions or something which has something to do with func_details and when having too many of them, could it be something about that maybe?

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