CyanideNoodles

L2: Junior Member
Oct 1, 2012
89
8
I am just about finished with my map, and ever since I added a small boss fight to my map, I get this error. I already deleted multiple areas to my dungeon. I don't even have that many props.. I read that light spots can cause this but I don't even have that many light spots compared to my other map that was similar. My other map had WAY more light spots, a much bigger boss, a lot more props, and areas to it.

I have a lot of small games in my map and I even deleted one that had a lot to it to try and fix this problem. It fixed it. Then I added godmode to spawn area and 3 teleports. ONLY 3! And it caused the issue again. I have some errors that can be ignored as I have already ran them through interlopers and have always have had them.
These are the only new errors I have ever had.

make_triangles:calc_triangle_representation: cannot convert and
degenerate triangle . With props off I only get the degenerate triangle error.
I get little to no lag in my map at all. My other map that I mentioned had this much
entdata [variable] 465135/393216 (118.3%) VERY FULL!
LDR ambient table 14066/65536 56264/262144 (21.5%)
HDR ambient table 14066/65536 56264/262144 (21.5%)
LDR leaf ambient 72881/65536 2040668/1835008 (111.2%) VERY FULL!
HDR leaf ambient 14066/65536 393848/1835008 (21.5%)
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] 1/65488 ( 0.0%)
pakfile [variable] 2715502/0 ( 0.0%)
physics [variable] 11380865/4194304 (271.3%) VERY FULL!


It had no problems....

When I try the coordinates for the make_triangles error, it just takes me straight to the origin. all the coordinates do. When I load point file there is no leak...... I really need help on trying to figure this out, I am literally running out of things to delete that aren't important. I've made way more complicated maps before. Here is my compile log;


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Desiree\Documents\Tf2 maps\Mapping\Prefabs\arcades55test7.vmf"

Valve Software - vbsp.exe (Mar 2 2016)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Desiree\Documents\Tf2 maps\Mapping\Prefabs\arcades55test7.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop stone for material EGYPT/FLAT_WALL_SKINNY_02, using default
Can't find surfaceprop stone for material EGYPT/FLAT_WALL_SKINNY_01, using default
Can't find surfaceprop stone for material EGYPT/HYRO_BORDER_BUMP_NEW, using default
Patching WVT material: maps/arcades55test7/mytextures/grass_sand_blend_wvt_patch
Patching WVT material: maps/arcades55test7/egypt/sand_floor_blend_03_wvt_patch
Patching WVT material: maps/arcades55test7/egypt/sand_grass_blend_01_wvt_patch
Patching WVT material: maps/arcades55test7/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/arcades55test7/cp_mountainlab/nature/blendrocktograss002_wvt_patch
Patching WVT material: maps/arcades55test7/nature/blendrockgroundwallforest_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
error: material WINDWAKER_WATER/WATER_U doesn't have a $bottommaterial
done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
done (0)
writing C:\Users\Desiree\Documents\Tf2 maps\Mapping\Prefabs\arcades55test7.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/ww_sky*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/ww_sky*.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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
Degenerate Triangle
(8045.00, 10428.50, -10124.49), (8045.00, 10428.50, -10124.49), (8045.00, 10571.75, -10034.32)
Degenerate Triangle
(8045.00, 10428.50, -10124.49), (8045.00, 10428.50, -10124.49), (8045.00, 10285.25, -10078.38)
Degenerate Triangle
(8045.00, 10715.00, -10093.12), (8045.00, 10715.00, -10093.12), (8045.00, 10571.75, -10042.12)
Degenerate Triangle
(8045.00, 10715.00, -10093.12), (8045.00, 10715.00, -10093.12), (8045.00, 10858.25, -10043.86)
Degenerate Triangle
(7973.75, 11288.00, -10078.71), (7985.63, 11288.00, -10089.61), (7985.63, 11288.00, -10089.61)
Degenerate Triangle
(7985.63, 11288.00, -10089.61), (7997.50, 11288.00, -10086.02), (7985.63, 11288.00, -10089.61)
done (1) (4281493 bytes)
Error! To use model "models/props_temple/jungletree_trunk1.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_temple/jungletree_trunk1.mdl"!
Error! To use model "models/props_ramen/pokemon/zubat.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/props_ramen/pokemon/zubat.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 4651 texinfos to 1954
Reduced 113 texdatas to 89 (3630 bytes to 2741)
Writing C:\Users\Desiree\Documents\Tf2 maps\Mapping\Prefabs\arcades55test7.bsp
Wrote ZIP buffer, estimated size 421863, actual size 417495
3 seconds elapsed
-5.644388 4.294568 0.000000
-5.546268 -8.589138 0.000000
-5.644388 -8.589138 0.000000
-5.644388 8.589136 0.000000
make_triangles:calc_triangle_representation: Cannot convert
-5.644388 4.294568 0.000000
-5.546268 -8.589138 0.000000
-5.644388 -8.589138 0.000000
-5.644388 8.589136 0.000000
make_triangles:calc_triangle_representation: Cannot convert
0.533184 -3.283039 0.000000
0.533184 -4.380128 0.000000
0.533184 -2.185937 0.000000
11.207508 -0.000000 0.000000
make_triangles:calc_triangle_representation: Cannot convert
0.533184 -4.380128 0.000000
0.533184 -2.185937 0.000000
11.207508 -0.000000 0.000000
0.533184 -3.283039 0.000000
make_triangles:calc_triangle_representation: Cannot convert
2.346490 -4.291597 0.000000
2.554275 -4.991278 0.000000
2.718461 -4.291597 0.000000
-4.326940 -4.291597 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -fast "C:\Users\Desiree\Documents\Tf2 maps\Mapping\Prefabs\arcades55test7"

Valve Software - vvis.exe (Mar 2 2016)
fastvis = true
8 threads
reading c:\users\desiree\documents\tf2 maps\mapping\prefabs\arcades55test7.bsp
reading c:\users\desiree\documents\tf2 maps\mapping\prefabs\arcades55test7.prt
3213 portalclusters
10628 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 22742 visible clusters (1.75%)
Total clusters visible: 1302782
Average clusters visible: 405
Building PAS...
Average clusters audible: 456
visdatasize:473006 compressed from 2621808
writing c:\users\desiree\documents\tf2 maps\mapping\prefabs\arcades55test7.bsp
1 second elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Desiree\Documents\Tf2 maps\Mapping\Prefabs\arcades55test7"

Valve Software - vrad.exe SSE (Mar 2 2016)

Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\users\desiree\documents\tf2 maps\mapping\prefabs\arcades55test7.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure... Done (1.58 seconds)
8330 faces
5 degenerate faces
6723900 square feet [968241664.00 square inches]
244 Displacements
2486597 Square Feet [358069984.00 Square Inches]
8325 patches before subdivision
136223 patches after subdivision
sun extent from map=0.087156
197 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (8)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9)
transfers 11585956, max 635
transfer lists: 88.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(720762, 492074, 242043)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(135123, 84257, 46438)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(37194, 11316, 3982)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(15130, 6453, 5182)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(7836, 811, 352)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(5023, 914, 1012)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(3578, 113, 68)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(2705, 149, 212)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(2104, 19, 15)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1662, 25, 45)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(1325, 3, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1062, 4, 10)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(855, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(690, 1, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(558, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(453, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(368, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(299, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(243, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(198, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #21 added RGB(162, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #22 added RGB(132, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #23 added RGB(107, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #24 added RGB(88, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #25 added RGB(72, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #26 added RGB(58, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #27 added RGB(48, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #28 added RGB(39, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #29 added RGB(32, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #30 added RGB(26, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #31 added RGB(21, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #32 added RGB(17, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #33 added RGB(14, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #34 added RGB(12, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #35 added RGB(9, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #36 added RGB(8, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #37 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #38 added RGB(5, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #39 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #40 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #41 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #42 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #43 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #44 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #45 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #46 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #47 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0465 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
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 (10)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 261/1024 12528/49152 (25.5%)
brushes 1605/8192 19260/98304 (19.6%)
brushsides 13081/65536 104648/524288 (20.0%)
planes 15198/65536 303960/1310720 (23.2%)
vertexes 15252/65536 183024/786432 (23.3%)
nodes 7909/65536 253088/2097152 (12.1%)
texinfos 1954/12288 140688/884736 (15.9%)
texdata 89/2048 2848/65536 ( 4.3%)
dispinfos 244/0 42944/0 ( 0.0%)
disp_verts 20180/0 403600/0 ( 0.0%)
disp_tris 32000/0 64000/0 ( 0.0%)
disp_lmsamples 1609948/0 1609948/0 ( 0.0%)
faces 8330/65536 466480/3670016 (12.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4528/65536 253568/3670016 ( 6.9%)
leaves 8171/65536 261472/2097152 (12.5%)
leaffaces 9671/65536 19342/131072 (14.8%)
leafbrushes 5330/65536 10660/131072 ( 8.1%)
areas 21/256 168/2048 ( 8.2%)
surfedges 56902/512000 227608/2048000 (11.1%)
edges 33953/256000 135812/1024000 (13.3%)
LDR worldlights 197/8192 17336/720896 ( 2.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 7/32768 84/393216 ( 0.0%)
waterstrips 631/32768 6310/327680 ( 1.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 10023/65536 20046/131072 (15.3%)
cubemapsamples 4/1024 64/16384 ( 0.4%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 6241956/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 473006/16777216 ( 2.8%)
entdata [variable] 449091/393216 (114.2%) VERY FULL!
LDR ambient table 8171/65536 32684/262144 (12.5%)
HDR ambient table 8171/65536 32684/262144 (12.5%)
LDR leaf ambient 41167/65536 1152676/1835008 (62.8%)
HDR leaf ambient 8171/65536 228788/1835008 (12.5%)
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] 1/32138 ( 0.0%)
pakfile [variable] 417495/0 ( 0.0%)
physics [variable] 4281493/4194304 (102.1%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 21847
Writing c:\users\desiree\documents\tf2 maps\mapping\prefabs\arcades55test7.bsp
38 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Desiree\Documents\Tf2 maps\Mapping\Prefabs\arcades55test7.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\arcades55test7.bsp"


Hope you guys can help...


 

Frosty Scales

L2: Junior Member
Mar 22, 2015
93
30
Why are you using power 4 displacements? That's bad. Probably why a lot of that stuff is throwing errors. (Maybe not the entdata problem; but just about everything else)
 

sooshey

:3c
aa
Jan 7, 2015
514
410
Power 4 displacements are not inherently bad, but they're easy to mess up if you don't know what you're doing. In your case, it might be best to decrease the power to 3 or lower just to see if it fixes. Other than physics [variable] being very full (which i don't know much about, but might be related to your power 4 displacements) I think most of the other errors in your map are able to be ignored.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Your map is pushing past the entity limit. Load up your map and type in "report_entities" in the console, you'll get something that looks like this:

2016-06-26_21-34-53.jpg

(this is Trainsawlaser)

The absolute max you can hit is 2048 entities, but you have to take into account that each player counts as an entity, as well as their weapons, cosmetics, and physics projectiles. It adds up really fast. The highest entity count in game is 1436, which is plr_pipeline. This is pushing the limits and can crash some servers running intense plugins (like x10) or even just a full server with a whole lot of medics shooting needles and demos launching pipes.

Sub 1400 is ideal, anything past you risk crashing.

I had this issue on Trainsawlaser and had to drastically optimize my entity usage to make it acceptable.
 

CyanideNoodles

L2: Junior Member
Oct 1, 2012
89
8
Your map is pushing past the entity limit. Load up your map and type in "report_entities" in the console, you'll get something that looks like this:

2016-06-26_21-34-53.jpg

(this is Trainsawlaser)

The absolute max you can hit is 2048 entities, but you have to take into account that each player counts as an entity, as well as their weapons, cosmetics, and physics projectiles. It adds up really fast. The highest entity count in game is 1436, which is plr_pipeline. This is pushing the limits and can crash some servers running intense plugins (like x10) or even just a full server with a whole lot of medics shooting needles and demos launching pipes.

Sub 1400 is ideal, anything past you risk crashing.

I had this issue on Trainsawlaser and had to drastically optimize my entity usage to make it acceptable.
Honestly, what can I do? Like I said, I have had maps have WAY more. I turn off shadows for props, I remove collisions if they don't need it, I use light spots so areas don't need as many lights...




Why are you using power 4 displacements? That's bad. Probably why a lot of that stuff is throwing errors. (Maybe not the entdata problem; but just about everything else)

The power 4 displacements aren't the issue. I had to use two of them because 3's just were not doing what I needed. They aren't causing issues, I've already tried it without them even there, no issues. Those errors I am getting happen even when I don't use power 4's, and as I and interlopers say, can be ignored. They aren't an issue...
 

sooshey

:3c
aa
Jan 7, 2015
514
410
Honestly, what can I do? Like I said, I have had maps have WAY more. I turn off shadows for props, I remove collisions if they don't need it, I use light spots so areas don't need as many lights...
Correct me if I'm wrong, but shadows and collisions aren't entities.

I had to use two of them because 3's just were not doing what I needed.
Maybe they aren't causing issues, but it's usually better to use more, lower power displacements as opposed to a huge one with high power.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
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Soosh is correct that shadows and collisions aren't entities here. Your map has too many active elements. It's a limitation of an old engine. Sucks, but you have to either cut something or figure out how to streamline things creatively.
 

CyanideNoodles

L2: Junior Member
Oct 1, 2012
89
8
Correct me if I'm wrong, but shadows and collisions aren't entities.


Maybe they aren't causing issues, but it's usually better to use more, lower power displacements as opposed to a huge one with high power.
Yes I know that.


Soosh is correct that shadows and collisions aren't entities here. Your map has too many active elements. It's a limitation of an old engine. Sucks, but you have to either cut something or figure out how to streamline things creatively.

Oh, I thought that just helped in general, at least that is what I was told. I'm deleting small stuff and seeing what I can do.. It's just crazy I've had such massive maps compared to this ent wise..There's really no way to help besides deleting stuff?
 

Crash

func_nerd
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Mar 1, 2010
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It really depends on how your logic is set up. Do the above report and skim through it and see what is inflating your numbers. That'd be the first step in identifying what needs to be slimmed down.

My big issue with Trainsawlaser was the absolute ton of voice lines I have in it. Each one had to be it's own entity, and the method I original used to play them loudly made each one 3 entities.

edit: spotlight beams count as two entities each, iirc. If you happen to use a ton of those, that'd be a good place to cut.
 

CyanideNoodles

L2: Junior Member
Oct 1, 2012
89
8
It really depends on how your logic is set up. Do the above report and skim through it and see what is inflating your numbers. That'd be the first step in identifying what needs to be slimmed down.

My big issue with Trainsawlaser was the absolute ton of voice lines I have in it. Each one had to be it's own entity, and the method I original used to play them loudly made each one 3 entities.

edit: spotlight beams count as two entities each, iirc. If you happen to use a ton of those, that'd be a good place to cut.
by spotlight beams do you mean light spot? I'm not very familiar with mapping lingo as I have always just sorta learned on my own. Would it be better to uses just a light instead of a light spot in some areas?
 

Nighttime71

L2: Junior Member
Jan 11, 2016
86
40
No, there is a specific point_spotlight entity separate from light_spot. Light spots are just as cheap as regular light entities because they are static. Make sure you didn't name your lights because that will make them dynamic and they will cost more to the engine. Although if you have to many lights in your map in general (and you think that is the biggest source of the issue) you can delete some and make some of the lights spread out more.
 

Blade x64

Logical insanity
aa
Sep 3, 2009
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Basically any entity in the map that you can name and can fire inputs/outputs is an edict.

Examples of edicts: Player spawns, prop_dynamic, ropes, sprites, path_track, logic_relay, ambient_generic, func_brush, trigger_multiple, etc. Some count for more than one, like point_spotlight has a starting and ending point. Ropes I'm pretty sure count for way more than the entities used.

Examples of not edicts: func_detail, prop_static, light (only if they aren't named)

The absolute max you can hit is 2048 entities, but you have to take into account that each player counts as an entity, as well as their weapons, cosmetics, and physics projectiles. It adds up really fast. The highest entity count in game is 1436, which is plr_pipeline. This is pushing the limits and can crash some servers running intense plugins (like x10) or even just a full server with a whole lot of medics shooting needles and demos launching pipes.

Sub 1400 is ideal, anything past you risk crashing.

I had this issue on Trainsawlaser and had to drastically optimize my entity usage to make it acceptable.

I'd suggest aiming for less than 1200. Worst case scenario with a 32 player server, you're looking at players eating up just over 1000 edicts.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
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Sep 5, 2010
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henke37

aa
Sep 23, 2011
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You should fix the low hanging fruit first. Things like nodraw on displacements.
 
Sep 10, 2015
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It's probably a displacement, I see something about degenerate faces, which in other contexts is usually means the face has no area. Similarly, there's a degenerate triangle, which is the same thing, but with colinear points. Which seems like something one could do acidentally with a displacement. That or there's it's referring to one of the models, but the triangle are definitely referring to the displacements.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
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Sep 8, 2008
1,264
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I'd suggest aiming for less than 1200. Worst case scenario with a 32 player server, you're looking at players eating up just over 1000 edicts.
The normal 1400 limit that was often stated still can handle 32p instaspawn with rarely a crash, so im not surprised about snowplow with 1600. Ofcourse, plugins can make it worse. But plugin heavy servers are rare these days outside of prophunt, vsh etc.

For mvm the limit should be lower (due to the higher average of projectiles). all valve maps arent going far above 600 (halloween maps are often slightly higher than the normal version at that part - but coaltown had 400 so even with 200 extra its still within their limits).
And going quite a bit above that can quickly make it laggy. 800 is pushing it on that part but still withing a safe boundary. At 1000 you however would have to optimize. It still doesnt crash often, but is already quite ensured to cause server lag due to the high number of events and bots making it heavier.
 

CyanideNoodles

L2: Junior Member
Oct 1, 2012
89
8
It's probably a displacement, I see something about degenerate faces, which in other contexts is usually means the face has no area. Similarly, there's a degenerate triangle, which is the same thing, but with colinear points. Which seems like something one could do acidentally with a displacement. That or there's it's referring to one of the models, but the triangle are definitely referring to the displacements.
Turned displacements off completely and did nothing to help my ent data or the crash I got. I recompiled a bunch of my custom models so they could be prop_static and brought my ent data down to 89%. This is going to be an idle map so I don't have to worry about mvm but I do still need to worry about all the players. I've noticed my server crashes and gets "buffer overflow" and I am starting to think it's because of what everyone is talking about here..to much ent data.
 
Sep 10, 2015
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Turned displacements off completely and did nothing to help my ent data or the crash I got. I recompiled a bunch of my custom models so they could be prop_static and brought my ent data down to 89%. This is going to be an idle map so I don't have to worry about mvm but I do still need to worry about all the players. I've noticed my server crashes and gets "buffer overflow" and I am starting to think it's because of what everyone is talking about here..to much ent data.

A buffer overflow is basically when a process uses more memory than it was alloted, so if it's giving you a buffer overflow something about the map is definitely too large.