Compile problem (model limit?)

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Pendaz

L2: Junior Member
May 28, 2008
60
0
Hi all

I'm currently working on a breakfloor map for use over lan. My goal is to make a large area made up of breakable blocks where the players can shoot away each block to dig down into the map and hunt for other players...


The problem i've run into is that i seem to have hit the model limit? so i was wondering if there's any way around this? maybe increase the limit or ...?

Heres the error from TF's console:


Host_Error: CVEngineServer::precacheModel: 'models/buildables\gibs\sentry1_gib4.mdl' overflow, too many models


Hope you guys can help us :)


-Pendaz
 
Last edited:

Freyja

aa
Jul 31, 2009
2,994
5,813
I'm fairly sure you can make destructable brushes which would do what you wanted with less hassle. I know func_door has a health variable but I've never tried something like that before.
 

Pendaz

L2: Junior Member
May 28, 2008
60
0
i'm using func_breakable...?

and i'll post a compile log after next compile
 

Pendaz

L2: Junior Member
May 28, 2008
60
0
Code:
** Executing...
** Command: "g:\games\steam\steamapps\****\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "g:\games\steam\steamapps\****\team fortress 2\tf" "g:\games\steam\steamapps\****\sourcesdk_content\tf\mapsrc\breakfloor_1"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: g:\games\steam\steamapps\****\team fortress 2\tf\materials
Loading g:\games\steam\steamapps\****\sourcesdk_content\tf\mapsrc\breakfloor_1.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity func_breakable (416.00 -288.00 352.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
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...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (401554 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 203 texinfos to 200
Reduced 2 texdatas to 2 (51 bytes to 51)
Writing g:\games\steam\steamapps\****\sourcesdk_content\tf\mapsrc\breakfloor_1.bsp
2 seconds elapsed

** Executing...
** Command: "g:\games\steam\steamapps\****\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "g:\games\steam\steamapps\****\team fortress 2\tf" "g:\games\steam\steamapps\****\sourcesdk_content\tf\mapsrc\breakfloor_1"

Valve Software - vvis.exe (May 19 2009)
2 threads
reading g:\games\steam\steamapps\****\sourcesdk_content\tf\mapsrc\breakfloor_1.bsp
reading g:\games\steam\steamapps\****\sourcesdk_content\tf\mapsrc\breakfloor_1.prt
LoadPortals: couldn't read g:\games\steam\steamapps\****\sourcesdk_content\tf\mapsrc\breakfloor_1.prt


** Executing...
** Command: "g:\games\steam\steamapps\****\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "g:\games\steam\steamapps\****\team fortress 2\tf" "g:\games\steam\steamapps\****\sourcesdk_content\tf\mapsrc\breakfloor_1"

Valve Software - vrad.exe SSE (May 19 2009)

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

Loading g:\games\steam\steamapps\****\sourcesdk_content\tf\mapsrc\breakfloor_1.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.01 seconds)
4432 faces
232286 square feet [33449248.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
0 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (2)
Build Patch/Sample Hash Table(s).....Done<0.0155 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (11)
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 (5)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 721/1024        34608/49152    (70.4%) 
brushes                727/8192         8724/98304    ( 8.9%) 
brushsides            4362/65536       34896/524288   ( 6.7%) 
planes                 130/65536        2600/1310720  ( 0.2%) 
vertexes              5915/65536       70980/786432   ( 9.0%) 
nodes                 4387/65536      140384/2097152  ( 6.7%) 
texinfos               200/12288       14400/884736   ( 1.6%) 
texdata                  2/2048           64/65536    ( 0.1%) 
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                 4432/65536      248192/3670016  ( 6.8%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             4338/65536      242928/3670016  ( 6.6%) 
leaves                5109/65536      163488/2097152  ( 7.8%) 
leaffaces             4432/65536        8864/131072   ( 6.8%) 
leafbrushes            748/65536        1496/131072   ( 1.1%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges            35120/512000     140480/2048000  ( 6.9%) 
edges                17589/256000      70356/1024000  ( 6.9%) 
LDR worldlights          0/8192            0/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 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]      725728/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]      359487/393216   (91.4%) VERY FULL!
LDR ambient table     5109/65536       20436/262144   ( 7.8%) 
HDR ambient table     5109/65536       20436/262144   ( 7.8%) 
LDR leaf ambient      4364/65536      122192/1835008  ( 6.7%) 
HDR leaf ambient      5109/65536      143052/1835008  ( 7.8%) 
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]      105679/0        ( 0.0%) 
physics               [variable]      401554/4194304  ( 9.6%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 8904
Writing g:\games\steam\steamapps\****\sourcesdk_content\tf\mapsrc\breakfloor_1.bsp
18 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "g:\games\steam\steamapps\****\sourcesdk_content\tf\mapsrc\breakfloor_1.bsp" "g:\games\steam\steamapps\****\team fortress 2\tf\maps\breakfloor_1.bsp"


** Executing...
** Command: "g:\games\steam\steamapps\****\team fortress 2\hl2.exe"
** Parameters: -dev -console -allowdebug -game "g:\games\steam\steamapps\****\team fortress 2\tf" +map "breakfloor_1"


tells me pretty much what i already know though... i've hit the entity limit, but is there a way around this?
 
Last edited:

Freyja

aa
Jul 31, 2009
2,994
5,813
Ahh, when you said model limit I thought you meant that you were using models everywhere. My bad.