Problem with map

Egghead 37

L1: Registered
Aug 14, 2016
24
1
I tried to launch my map, and whenever I do that I crash to the main menu because the console says "host_endgame: map coordinate extents are too large!! Check for errors." I have checked for errors through the Check for Problems window and have fixed every problem. I compiled my map again and launched TF2. The problem still persists. What do?
 

PossessedInkieShark

L3: Member
Mar 27, 2015
113
32
If you zoom out on hammer far enough, you will see that the grid ends.
That is basically the extent of what the engine can handle iirc, so you have no make sure no geometry goes beyond that point
Unless your map is meant to be a scale model of France, this really shouldn't happen anyway
At least I think that is what the problem is
 

BenCo

L5: Dapper Member
Dec 30, 2015
242
135
You have something past the world extents, basically off the big world grid in hammer.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
This will also happen when you get near the border of the Hammer grid. It should warn you about your map's size in the compile log.
 

Egghead 37

L1: Registered
Aug 14, 2016
24
1
There's nothing on the borders nor outside of the borders. My map is at the center of the grid too.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
Maybe there are some moving doors that are set to be moving outside of grid, or something else coordinates of which are set by numbers (semi-)manually
 

BenCo

L5: Dapper Member
Dec 30, 2015
242
135
Can you link the .vmf file of your map? Then we can check it to see what is your problem exactly.
 

sooshey

:3c
aa
Jan 7, 2015
514
410
There are two brushes causing your issue. Brush numbers 11650 and 11681. Find them by going to View > Go to brush number. Hammer hates brushes that are less than one hammer unit in any diameter, so you'll need to make them at least 1 hu thick (they are 0.5 right now)

Edit: in the future, you can always try reading your compile log if something isn't working as intended. That's how i found out your issue
 
Last edited:

Erk

erk
aa
Aug 6, 2016
433
1,098
Screenshot 2016-09-29 17.45.44.png


Is this what's causing the problem? I'm fairly certain that this red line meant that you're not allowed to go out that far.
Also the map is leaked.
Screenshot 2016-09-29 17.47.58.png

There's a hole here out to the void.

Screenshot 2016-09-29 17.49.42.png

Also, I assume you want this to be water? It's not set to func_water_analog however, it doesn't fit the container completely, and you don't have a water_lod_control anywhere. Without all this it makes the water sad.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
Is this what's causing the problem? I'm fairly certain that this red line meant that you're not allowed to go out that far.
You have radius culling on in that screenshot. It's advised that you keep that off because it tends to lag Hammer and is basically an inferior version of the cordon tool. It doesn't dictate the space you can build in at all.
Also, I assume you want this to be water? It's not set to func_water_analog however, it doesn't fit the container completely, and you don't have a water_lod_control anywhere. Without all this it makes the water sad.
Static water is not supposed to be func_water_analog; it should be a world brush. The compiler generates a water_lod_control for you if you don't have one. @Egghead 37 Here's a guide for making proper water: https://developer.valvesoftware.com/wiki/Adding_Water
 

DrLambda

L69: Teeheehee, Member
aa
Feb 18, 2015
458
475
Brushes like those tend to be created when you create an invalid solid brush, and then either clip it, or by clicking "Fix" when "Check for problems" gives you an "Invalid solid structure" error. Try to not create invalid solids, and if you did, fix them manually. Fixing them automatically literally never will do what you want it to do.
 

Egghead 37

L1: Registered
Aug 14, 2016
24
1
Also by the way the red circle moves when you move. So I would guess that's not some sort of limit
 

DrLambda

L69: Teeheehee, Member
aa
Feb 18, 2015
458
475
So, let's see. I tried to compile your map.

**** leaked ****
Entity func_brush (1260.00 -2439.00 66.50) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6412.0 2048.0 1464.0)
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:
Well, this is the obvious one. You have a leak. I guess you know.

NODRAW on terrain surface!
You're not allowed to put nodraw textures on displacements. You also should really only mark the sides of the brush you want to turn into displacements before creating entities. Select the nodraw displacement faces and destroy them over the displacement menu.

Found a displacement edge abutting multiple other edges.
You have more than 2 displacments that share two edges. Basically, there are two displacements on top of each other. This may cause lighting errors, but shouldn't be the cause for your problem.

Error! prop_static using model "models/props_c17/chair_office01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/chair_office01a.mdl"!
The model you're using here can't be a prop_static, it has to be a prop_dynamic.
I'd also advise against using HL2 props for TF, because they don't fit the art style.