Hammer error: VERY FULL!

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XPelargos

L1: Registered
Dec 22, 2008
12
0
Greetings.

When I compile this map, I see that the entdata and the LDR leaf ambient are marked as "VERY FULL!" and the map will not run in tf2.

What exactly are entdata and LDR leaf ambient, and what should I remove to bring them under control?

Many thanks in advance.

HAMMER LOG:
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 580/1024 27840/49152 (56.6%)
brushes 3711/8192 44532/98304 (45.3%)
brushsides 31446/65536 251568/524288 (48.0%)
planes 24634/65536 492680/1310720 (37.6%)
vertexes 35531/65536 426372/786432 (54.2%)
nodes 16561/65536 529952/2097152 (25.3%)
texinfos 5372/12288 386784/884736 (43.7%)
texdata 276/2048 8832/65536 (13.5%)
dispinfos 359/0 63184/0 ( 0.0%)
disp_verts 13455/0 269100/0 ( 0.0%)
disp_tris 19168/0 38336/0 ( 0.0%)
disp_lmsamples 1541676/0 1541676/0 ( 0.0%)
faces 21733/65536 1217048/3670016 (33.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 12006/65536 672336/3670016 (18.3%)
leaves 17142/65536 548544/2097152 (26.2%)
leaffaces 25009/65536 50018/131072 (38.2%)
leafbrushes 7635/65536 15270/131072 (11.7%)
areas 5/256 40/2048 ( 2.0%)
surfedges 147899/512000 591596/2048000 (28.9%)
edges 86061/256000 344244/1024000 (33.6%)
LDR worldlights 306/8192 26928/720896 ( 3.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 7/32768 84/393216 ( 0.0%)
waterstrips 1778/32768 17780/327680 ( 5.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 30735/65536 61470/131072 (46.9%)
cubemapsamples 32/1024 512/16384 ( 3.1%)
overlays 84/512 29568/180224 (16.4%)
LDR lightdata [variable] 29163852/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 413393/393216 (105.1%) VERY FULL!
LDR ambient table 17142/65536 68568/262144 (26.2%)
HDR ambient table 17142/65536 68568/262144 (26.2%)
LDR leaf ambient 79041/65536 2213148/1835008 (120.6%) VERY FULL!
HDR leaf ambient 17142/65536 479976/1835008 (26.2%)
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] 1/188704 ( 0.0%)
dtl prp lght [variable] 1/19 ( 5.3%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/22906 ( 0.0%)
pakfile [variable] 3550488/0 ( 0.0%)
physics [variable] 1558448/4194304 (37.2%)
physics terrain [variable] 72439/1048576 ( 6.9%)

Level flags = 0
 

drp

aa
Oct 25, 2007
2,273
2,628
hammer is really broken right now for tf2 mapping.
 

XPelargos

L1: Registered
Dec 22, 2008
12
0
Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\xpelargos\team fortress 2\tf\materials
Loading C:\Users\XPeLargos\Desktop\jump_hobo2_d.vmf
Patching WVT material: maps/jump_hobo2_d/nature/blendgroundtograss001_wvt_patch
Patching WVT material: maps/jump_hobo2_d/nature/blendgrass_canyon_wvt_patch
Patching WVT material: maps/jump_hobo2_d/nature/blendgroundtograss003_wvt_patch
Patching WVT material: maps/jump_hobo2_d/nature/blendrockground007_wvt_patch
Patching WVT material: maps/jump_hobo2_d/nature/blendgroundtogravel004_wvt_patch
Patching WVT material: maps/jump_hobo2_d/nature/blendrockgroundwall001_wvt_patch
Patching WVT material: maps/jump_hobo2_d/nature/blendgroundtograss005_wvt_patch
Patching WVT material: maps/jump_hobo2_d/nature/blendrockground005_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity trigger_teleport (-5586.00 -4316.00 -271.50) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (7680.0 9216.0 3568.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8192.0 8704.0 3568.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8192.0 7680.0 3568.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8192.0 6656.0 3568.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6656.0 9216.0 3568.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5632.0 9216.0 3568.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4608.0 9216.0 3568.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (4096.0 7680.0 3568.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 82 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
WARNING: node without a volume
WARNING: node without a volume
WARNING: node without a volume
WARNING: node without a volume
WARNING: node without a volume
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_badlands_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_badlands_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (6) (1558448 bytes)
Static prop models/props_combine/weaponstripper.mdl outside the map (-7680.00, 664.00, 7938.00)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 9100 texinfos to 5372
Reduced 312 texdatas to 276 (13264 bytes to 11772)
Writing C:\Users\XPeLargos\Desktop\jump_hobo2_d.bsp
18 seconds elapsed
-2.337347 -1.299201 0.000000
-2.337347 -1.278825 0.000000
2.063540 1.299201 0.000000
-2.337347 1.299201 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\xpelargos\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\xpelargos\team fortress 2\tf" "C:\Users\XPeLargos\Desktop\jump_hobo2_d"

Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\users\xpelargos\desktop\jump_hobo2_d.bsp
reading c:\users\xpelargos\desktop\jump_hobo2_d.prt
LoadPortals: couldn't read c:\users\xpelargos\desktop\jump_hobo2_d.prt


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\xpelargos\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\xpelargos\team fortress 2\tf" "C:\Users\XPeLargos\Desktop\jump_hobo2_d"

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 c:\users\xpelargos\desktop\jump_hobo2_d.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (3.91 seconds)
21733 faces
2 degenerate faces
8896252 square feet [1281060352.00 square inches]
359 Displacements
640695 Square Feet [92260208.00 Square Inches]
sun extent from map=0.000000
sun extent from map=0.000000
sun extent from map=0.000000
sun extent from map=0.000000
sun extent from map=0.000000
sun extent from map=0.000000
311 direct lights
BuildFacelights: 0...1...2...3...4...5...
WARNING: Too many light styles on a face at (-7068.000000, -31.000000, 7864.000000)
6...7...8...9...10 (393)
Build Patch/Sample Hash Table(s).....Done<0.2459 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (21)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
13 of 13 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (274)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 580/1024 27840/49152 (56.6%)
brushes 3711/8192 44532/98304 (45.3%)
brushsides 31446/65536 251568/524288 (48.0%)
planes 24634/65536 492680/1310720 (37.6%)
vertexes 35531/65536 426372/786432 (54.2%)
nodes 16561/65536 529952/2097152 (25.3%)
texinfos 5372/12288 386784/884736 (43.7%)
texdata 276/2048 8832/65536 (13.5%)
dispinfos 359/0 63184/0 ( 0.0%)
disp_verts 13455/0 269100/0 ( 0.0%)
disp_tris 19168/0 38336/0 ( 0.0%)
disp_lmsamples 1541676/0 1541676/0 ( 0.0%)
faces 21733/65536 1217048/3670016 (33.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 12006/65536 672336/3670016 (18.3%)
leaves 17142/65536 548544/2097152 (26.2%)
leaffaces 25009/65536 50018/131072 (38.2%)
leafbrushes 7635/65536 15270/131072 (11.7%)
areas 5/256 40/2048 ( 2.0%)
surfedges 147899/512000 591596/2048000 (28.9%)
edges 86061/256000 344244/1024000 (33.6%)
LDR worldlights 306/8192 26928/720896 ( 3.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 7/32768 84/393216 ( 0.0%)
waterstrips 1778/32768 17780/327680 ( 5.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 30735/65536 61470/131072 (46.9%)
cubemapsamples 32/1024 512/16384 ( 3.1%)
overlays 84/512 29568/180224 (16.4%)
LDR lightdata [variable] 29163852/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 413393/393216 (105.1%) VERY FULL!
LDR ambient table 17142/65536 68568/262144 (26.2%)
HDR ambient table 17142/65536 68568/262144 (26.2%)
LDR leaf ambient 79041/65536 2213148/1835008 (120.6%) VERY FULL!
HDR leaf ambient 17142/65536 479976/1835008 (26.2%)
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] 1/188704 ( 0.0%)
dtl prp lght [variable] 1/19 ( 5.3%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/22906 ( 0.0%)
pakfile [variable] 3550488/0 ( 0.0%)
physics [variable] 1558448/4194304 (37.2%)
physics terrain [variable] 72439/1048576 ( 6.9%)

Level flags = 0

Total triangle count: 55947
Writing c:\users\xpelargos\desktop\jump_hobo2_d.bsp
11 minutes, 38 seconds elapsed
-2.337347 -1.299201 0.000000
-2.337347 -1.278825 0.000000
2.063540 1.299201 0.000000
-2.337347 1.299201 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: Copy File
 

XPelargos

L1: Registered
Dec 22, 2008
12
0
A further note.

This is actually a decompiled .vmf file from jump_hobo2.

Bob +M|M+ lost the original .vmf and the map hasn't worked since the war update.

The engine error ingame says that there are too many models.
 
Apr 19, 2009
4,460
1,722
D: Aright first off load your point file by going to Map -> Load point file. Then fallow the red line to the leak. Seal that and then recompile. If then load the point file again. Keep doing this till no new red lines forum and you should be good.
 

XPelargos

L1: Registered
Dec 22, 2008
12
0
Pardon the n00bishness, but how do I "seal" a leak? Add an extra brush over it or something?
 

Firest0rm

L4: Comfortable Member
Sep 27, 2009
171
33
you make it so that there is no way for anything to get out to the big black space

so yes, you add a brush to plug the hole
 
Jan 20, 2010
1,317
902
Not always a brush. If it's, say, a wall that's not tall enough and it is leaking into the abyss between the ceiling and the wall, you make the wall taller. However if it's a huge gaping hole the size of Mexico, a new brush might not be the worst idea.
 

XPelargos

L1: Registered
Dec 22, 2008
12
0
Thanks for the help everyone. I've managed to close off the leaks but now I'm
confused about brush #7840 causing problems.

The brush in question is a very large "NoDraw" brush. I tried deleting it and compiling but then it said "Too many light styles" on about 50 brushes. I definitely need NoDraw where brush #7840 is, but it seems like I'm damned if I do, damned if I don't.



** Executing...
** Command: "c:\program files (x86)\steam\steamapps\xpelargos\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\xpelargos\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\xpelargos\sourcesdk_content\tf\mapsrc\jump_hobo2_edit.vmf"

Valve Software - vbsp.exe (Apr 28 2010)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\xpelargos\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\xpelargos\sourcesdk_content\tf\mapsrc\jump_hobo2_edit.vmf
Patching WVT material: maps/jump_hobo2_edit/nature/blendgroundtograss001_wvt_patch
Patching WVT material: maps/jump_hobo2_edit/nature/blendgrass_canyon_wvt_patch
Patching WVT material: maps/jump_hobo2_edit/nature/blendgroundtograss003_wvt_patch
Patching WVT material: maps/jump_hobo2_edit/nature/blendrockground007_wvt_patch
Patching WVT material: maps/jump_hobo2_edit/nature/blendgroundtogravel004_wvt_patch
Patching WVT material: maps/jump_hobo2_edit/nature/blendrockgroundwall001_wvt_patch
Patching WVT material: maps/jump_hobo2_edit/nature/blendgroundtograss005_wvt_patch
Patching WVT material: maps/jump_hobo2_edit/nature/blendrockground005_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-7326.2 794.6 7904.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 7840:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-7326.2 828.7 7936.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 7840:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-7168.0 970.0 7904.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 7840:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-7168.0 902.0 7904.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 7840:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-7499.4 773.9 7904.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 7840:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-7499.4 773.9 8416.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 7840:

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-7326.2 794.6 7904.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents: CONTENTS_WINDOW CONTENTS_TRANSLUCENT
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 7840:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-7168.0 970.0 7904.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 7840:


*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 82 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\xpelargos\sourcesdk_content\tf\mapsrc\jump_hobo2_edit.prt...Building visibility clusters...
done (1)
WARNING: node without a volume
WARNING: node without a volume
WARNING: node without a volume
WARNING: node without a volume
WARNING: node without a volume
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_badlands_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_badlands_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (5) (1551940 bytes)
Static prop models/props_combine/weaponstripper.mdl outside the map (-7680.00, 664.00, 7938.00)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 9279 texinfos to 5305
Reduced 334 texdatas to 288 (15205 bytes to 13164)
Writing C:\Program Files (x86)\Steam\steamapps\xpelargos\sourcesdk_content\tf\mapsrc\jump_hobo2_edit.bsp
19 seconds elapsed
-2.337347 -1.299201 0.000000
-2.337347 -1.278825 0.000000
2.063540 1.299201 0.000000
-2.337347 1.299201 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\xpelargos\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\xpelargos\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\xpelargos\sourcesdk_content\tf\mapsrc\jump_hobo2_edit"

Valve Software - vvis.exe (Apr 28 2010)
2 threads
reading c:\program files (x86)\steam\steamapps\xpelargos\sourcesdk_content\tf\mapsrc\jump_hobo2_edit.bsp
reading c:\program files (x86)\steam\steamapps\xpelargos\sourcesdk_content\tf\mapsrc\jump_hobo2_edit.prt
3604 portalclusters
10724 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (5)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (119)
Optimized: 1583 visible clusters (0.00%)
Total clusters visible: 470388
Average clusters visible: 130
Building PAS...
Average clusters audible: 303
visdatasize:398315 compressed from 3286848
writing c:\program files (x86)\steam\steamapps\xpelargos\sourcesdk_content\tf\mapsrc\jump_hobo2_edit.bsp
2 minutes, 4 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\xpelargos\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\xpelargos\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\xpelargos\sourcesdk_content\tf\mapsrc\jump_hobo2_edit"

Valve Software - vrad.exe SSE (Apr 28 2010)

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

Loading c:\program files (x86)\steam\steamapps\xpelargos\sourcesdk_content\tf\mapsrc\jump_hobo2_edit.bsp
Setting up ray-trace acceleration structure... Done (3.90 seconds)
19995 faces
8100936 square feet [1166534912.00 square inches]
359 Displacements
640695 Square Feet [92260208.00 Square Inches]
19995 patches before subdivision
zero area child patch
412271 patches after subdivision
sun extent from map=0.000000
sun extent from map=0.000000
sun extent from map=0.000000
sun extent from map=0.000000
sun extent from map=0.000000
sun extent from map=0.000000
311 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (141)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (75)
transfers 50467444, max 764
transfer lists: 385.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #1 added RGB(1067754, 733505, 585202)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(235887, 139061, 107850)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #3 added RGB(58860, 29505, 22468)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(16028, 7111, 5419)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(4566, 1790, 1396)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #6 added RGB(1376, 486, 411)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(438, 138, 139)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #8 added RGB(151, 42, 59)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(56, 14, 29)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(23, 5, 18)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #11 added RGB(10, 2, 12)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(5, 1, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #13 added RGB(2, 0, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(1, 0, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #15 added RGB(1, 0, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #16 added RGB(0, 0, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #17 added RGB(0, 0, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #18 added RGB(0, 0, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #19 added RGB(0, 0, 1)
Build Patch/Sample Hash Table(s).....Done<0.3049 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (46)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
13 of 13 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (122)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 581/1024 27888/49152 (56.7%)
brushes 3724/8192 44688/98304 (45.5%)
brushsides 31526/65536 252208/524288 (48.1%)
planes 24822/65536 496440/1310720 (37.9%)
vertexes 30528/65536 366336/786432 (46.6%)
nodes 12394/65536 396608/2097152 (18.9%)
texinfos 5305/12288 381960/884736 (43.2%)
texdata 288/2048 9216/65536 (14.1%)
dispinfos 359/0 63184/0 ( 0.0%)
disp_verts 13455/0 269100/0 ( 0.0%)
disp_tris 19168/0 38336/0 ( 0.0%)
disp_lmsamples 1541676/0 1541676/0 ( 0.0%)
faces 19995/65536 1119720/3670016 (30.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 11090/65536 621040/3670016 (16.9%)
leaves 12976/65536 415232/2097152 (19.8%)
leaffaces 22659/65536 45318/131072 (34.6%)
leafbrushes 8202/65536 16404/131072 (12.5%)
areas 7/256 56/2048 ( 2.7%)
surfedges 135934/512000 543736/2048000 (26.5%)
edges 78458/256000 313832/1024000 (30.6%)
LDR worldlights 306/8192 26928/720896 ( 3.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 7/32768 84/393216 ( 0.0%)
waterstrips 1309/32768 13090/327680 ( 4.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 22377/65536 44754/131072 (34.1%)
cubemapsamples 32/1024 512/16384 ( 3.1%)
overlays 84/512 29568/180224 (16.4%)
LDR lightdata [variable] 27819684/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 398315/16777216 ( 2.4%)
entdata [variable] 411112/393216 (104.6%) VERY FULL!
LDR ambient table 12976/65536 51904/262144 (19.8%)
HDR ambient table 12976/65536 51904/262144 (19.8%)
LDR leaf ambient 40751/65536 1141028/1835008 (62.2%)
HDR leaf ambient 12976/65536 363328/1835008 (19.8%)
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] 1/186520 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/22870 ( 0.0%)
pakfile [variable] 3563067/0 ( 0.0%)
physics [variable] 1551940/4194304 (37.0%)
physics terrain [variable] 72439/1048576 ( 6.9%)

Level flags = 0

Total triangle count: 51113
Writing c:\program files (x86)\steam\steamapps\xpelargos\sourcesdk_content\tf\mapsrc\jump_hobo2_edit.bsp
7 minutes, 0 seconds elapsed
-2.337347 -1.299201 0.000000
-2.337347 -1.278825 0.000000
2.063540 1.299201 0.000000
-2.337347 1.299201 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\xpelargos\sourcesdk_content\tf\mapsrc\jump_hobo2_edit.bsp" "c:\program files (x86)\steam\steamapps\xpelargos\team fortress 2\tf\maps\jump_hobo2_edit.bsp"
 
Apr 19, 2009
4,460
1,722
static prop models/props_combine/weaponstripper.mdl outside the map (-7680.00, 664.00, 7938.00)

Description:
You have a prop_static outside the map, or you have a big leak. You may also have a prop completely inside a world brush (that's the bounding box entirely inside the brush).

Solution:
Delete the entity, move the entity into your level (or turn the offending brush into a brush entity), or fix the leak.

See also:
Reference: Leaks
WIKI: leaks

Last contribution: jmplayer
Found using: http://www.interlopers.net/errors/
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
entdata is not limited at 100%
So don't let that one trouble you, atleast.