Warning when playing map

peclarkjr

L1: Registered
Feb 8, 2008
28
0
Hi guys,
I made my first map....I know it needs alot of work. I wanted to load it here so some of the mapping gurus could take a look at a problem I'm having.

The problem I have is this.
When playing we get a warning in red the pops up at the top right of the screen. it says:

Warning: overflowed cclient renderablelist group 7

This is my first map and I've learned alot. Everyone seems to like it on the servers in KKG and everyone is putting in input noticing flaws etc that Im fixing and continuosly fixing.

I do not believe I have any more leaks. LOL The compiler window doesnt show any and the check map for problems window doesnt list any leaks.

Any ideas what may be causing this?

Thank you,

paul:D
 

Armadillo of Doom

Group Founder, Lover of Pie
aa
Oct 25, 2007
949
1,228
That error gives 142 hits :( Usually Hammer errors are pretty direct. Overflow means too many of something, client is player, and renderable list means a particular group of items that can be seen at any given time. Check for areas w/ large amounts of props, displacements, or simply viewing area. Few screens of the details portions of the map would help too.
 

peclarkjr

L1: Registered
Feb 8, 2008
28
0
I'm still getting that warning. I can only assume its the view.
Here are some photos in game. The warning happens in game when the player is at the far end of the map on or near the back castle wall ....especially if they are on top of the wall looking at the other castle.

1. I do NOT get a warning in this spot at the top of the tower in the window.
http://i236.photobucket.com/albums/ff215/inextirpable/castlefight21n0002.jpg


2. This is usually where the Warning pops up. It didnt here because the player is facing the wrong direction.
http://i236.photobucket.com/albums/ff215/inextirpable/castlefight220008.jpg

3. Here is an update screenshot. I'm rebuilding the center area and added draw bridges with buttons.
http://i236.photobucket.com/albums/ff215/inextirpable/castlefight21n0002.jpg

I thought about enclosing the above area to limit the view.


Each castle now has a functional control room with buttons, draw bridge, castle door and sewer door. I'll post screen shots this weekend.


Thank you!
 
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peclarkjr

L1: Registered
Feb 8, 2008
28
0
This WARNING started happening when I added invisible walls to keep people from falling off the map. I'm wondering if this caused it or if its coincidental. I guess I could remove them and compile and see if the warning stops. Is there a better substitute for invisiwalls? Would playernoclip work?

Thanks!
 
Last edited:

AWESOME-O

L10: Glamorous Member
Mar 20, 2008
779
132
Use playerclip to stop people from falling off the map, i hat this on my first map 2, never completed it though :p
Omfg looks good for a first map!
 

peclarkjr

L1: Registered
Feb 8, 2008
28
0
Its really my second map I've made that was playeable for a server..... Its the first map but its been updated alot for the past month or two. I started using Hammer this year January...i think.

The big box thing that looks like a shadow is water.

I'll try the playerclip and see if that works!

If you guys want to try the map out for fun let me know I can post it here this weekend.

Take care!
 

majestro

L1: Registered
Mar 26, 2009
1
0
hi everybody! i was searching the net for the same problem (warning: overflowed cclinet renderablelist 7) and found your forum.

i hope, you can apologize that it i am not mapping on a tf2, but a zp:s map.

i experience exactly the same problem with my map, but in my map the error is caued by the skybox.

the error appears when the player looks in a special direction of the map. the direction, in which the player has to look so that the error appears, depends on where the skybox with the sky_cam entity inside of it is placed related to the "map-box", in which the map is built.

somehow the sky_cam in the skybox doesnt only take the view from inside of the skybox, but also shoots the view of the whole map and then the whole map is displayed again in the skybox.

to demonstrate the problem, ill give these screenshots:

skybox.JPG

map.jpg


Here a screeshot from the skybox. As you can see, there is a brush above from the sky_cam but it takes the view of the "map-box" through this brush somehow?!

skybox2.JPG



now the problem is clear for me but how may i solve it?

thank you very much in advance!
 
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Ezekel

L11: Posh Member
Dec 16, 2008
818
245
i'm going to make an assumption here:
you are compiling the map without running vvis.

the sky box is always drawn, all the time. also nothing blocks visibility in the skybox.
without vvis being run, the skycam doesn't realise that the skybox and the main map area are seperated, thus when you look at a certain angle, you are seeing the room you are in + the skybox contents + EVERYTHING, every surface/face/prop/etc in your map.

short solution: run vvis.

long solution:
- don't build the 3dskybox until you have done everything else (also saves a lot of effort if you end up making a big change on the map and as a result the skybox contents doesn't line up or match the main area anymore)
- make sure to run vvis when there's a skycamera on your map


vvis can take an awfully long time for new mappers. so a couple of tips:
- anything that isn't major geometry (e.g. waist high fences, columns, pillars, staircases, small open buildings e.g. a garden shed, etc) should be made into func_detail entities.
- world geometry that is major (such as walls, ceilings, floors, large structures, etc) should conform to the 16x16x16 grid as much as possible (8x8x8 can be good too, but 16 is the generally accepted value).
- make sure that your maps doesn't have areas that are bounded on all sides, but can't be seen by the player (just make sure your brushes line up well)
- don't include areas in your map that the player will never see - e.g. don't create a map and then surround it by a skybox, since you'll have all that area underneath the map area that will be compiled, but never used ingame.
- make use of areaportals in doorways/windows to seperate different areas of your map
- hints are useful in doing this too
- when you start to feel you understand how visleafs work, and the importance of them, then you can start to consider using the func_viscluster entity to speed up vvis (particularly if you have largeopen areas, where you know all the visleafs can see each other already.) be careful though,if you group too many prop-heavy or high action areas together in this way, it'll cause all sorts of FPS grief as computers struggle under the addition load to render it all