Engine Hunk Overflow Issue

dipp doop

L1: Registered
Nov 7, 2016
30
0
Hey guys, when I compile my map, I get an engine hunk over flow issue. I don't know how to solve it :(

Here's the compile log:

Code:
** 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\test1_d.vmf"

Valve Software - vbsp.exe (Jun 14 2017)
2 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\test1_d.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/test1_d/nature/blendrockgroundwallsnow_wvt_patch
Patching WVT material: maps/test1_d/nature/blenddirtgrass001a_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 (0)
Processing areas...done (0)
Building Faces...error: material maps/test1_d/nature/blendrockgroundwallsnow_wvt_patch doesn't have a $bottommaterial
error: material maps/test1_d/nature/blendrockgroundwallsnow_wvt_patch doesn't have a $bottommaterial
error: material maps/test1_d/nature/blendrockgroundwallsnow_wvt_patch doesn't have a $bottommaterial
error: material maps/test1_d/nature/blendrockgroundwallsnow_wvt_patch doesn't have a $bottommaterial
done (1)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\test1_d.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...

qhull precision error: Only 4 facets remain.  Can not merge another
pair.  The convexity constraints may be too strong.  Reduce the
magnitude of 'Cn' or increase the magnitude of 'An'.  For example,
try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'.
done (17) (470480 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1752 texinfos to 1026
Reduced 55 texdatas to 40 (1532 bytes to 959)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\test1_d.bsp
Wrote ZIP buffer, estimated size 6817, actual size 4861
23 seconds elapsed

** 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" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\test1_d"

Valve Software - vvis.exe (Jun 14 2017)
2 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\test1_d.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\test1_d.prt
2018 portalclusters
5449 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (7)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (18)
Optimized: 3577 visible clusters (2.50%)
Total clusters visible: 143082
Average clusters visible: 70
Building PAS...
Average clusters audible: 155
visdatasize:135713  compressed from 1033216
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\test1_d.bsp
25 seconds 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\test1_d"

Valve Software - vrad.exe SSE (Jun 14 2017)

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

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\test1_d.bsp
Setting up ray-trace acceleration structure... Done (5.16 seconds)
13132 faces
17284602 square feet [2488982784.00 square inches]
93 Displacements
3440185 Square Feet [495386688.00 Square Inches]
13132 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
725984 patches after subdivision
sun extent from map=0.000000
95 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (205)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (96)
transfers 59303258, max 548
transfer lists: 452.4 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
    Bounce #1 added RGB(448787, 191631, 144126)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
    Bounce #2 added RGB(76947, 18052, 12820)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (4)
    Bounce #3 added RGB(18272, 2498, 1330)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
    Bounce #4 added RGB(4976, 407, 191)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
    Bounce #5 added RGB(1502, 83, 30)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (2)
    Bounce #6 added RGB(474, 19, 6)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
    Bounce #7 added RGB(155, 5, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (2)
    Bounce #8 added RGB(51, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
    Bounce #9 added RGB(17, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (2)
    Bounce #10 added RGB(6, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (2)
    Bounce #11 added RGB(2, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
    Bounce #12 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<1.0000 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (90)
FinalLightFace Done
0 of 26 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (130)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                 100/1024         4800/49152    ( 9.8%)
brushes               1251/8192        15012/98304    (15.3%)
brushsides            8980/65536       71840/524288   (13.7%)
planes                4670/65536       93400/1310720  ( 7.1%)
vertexes             17963/65536      215556/786432   (27.4%)
nodes                 5748/65536      183936/2097152  ( 8.8%)
texinfos              1026/12288       73872/884736   ( 8.3%)
texdata                 40/2048         1280/65536    ( 2.0%)
dispinfos               93/0           16368/0        ( 0.0%)
disp_verts            6973/0          139460/0        ( 0.0%)
disp_tris            10944/0           21888/0        ( 0.0%)
disp_lmsamples     1803968/0         1803968/0        ( 0.0%)
faces                13132/65536      735392/3670016  (20.0%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces             3259/65536      182504/3670016  ( 5.0%)
leaves                5849/65536      187168/2097152  ( 8.9%)
leaffaces            14521/65536       29042/131072   (22.2%)
leafbrushes           4641/65536        9282/131072   ( 7.1%)
areas                    2/256            16/2048     ( 0.8%)
surfedges            71698/512000     286792/2048000  (14.0%)
edges                39365/256000     157460/1024000  (15.4%)
LDR worldlights         95/8192         8360/720896   ( 1.2%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata           14/32768         168/393216   ( 0.0%)
waterstrips            673/32768        6730/327680   ( 2.1%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices          9480/65536       18960/131072   (14.5%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]    49999008/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]      135713/16777216 ( 0.8%)
entdata               [variable]       58982/393216   (15.0%)
LDR ambient table     5849/65536       23396/262144   ( 8.9%)
HDR ambient table     5849/65536       23396/262144   ( 8.9%)
LDR leaf ambient     30905/65536      865340/1835008  (47.2%)
HDR leaf ambient      5849/65536      163772/1835008  ( 8.9%)
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]           1/12638    ( 0.0%)
pakfile               [variable]        4861/0        ( 0.0%)
physics               [variable]      470480/4194304  (11.2%)
physics terrain       [variable]       23565/1048576  ( 2.2%)

Level flags = 0

Total triangle count: 32493
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\test1_d.bsp
9 minutes, 26 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\test1_d.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\test1_d.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf"  +map "test1_d" -steam
 
Mar 23, 2013
1,013
347
That's a ton of area portals. Perhaps you didn't optimize your map.

Do you know what func_detail is? Here is an article about optimization: http://www.optimization.interlopers.net/index.php?chapter=func_detail read the other chapters too.

aslo you ahve this error
qhull precision error: Only 4 facets remain. Can not merge another
pair. The convexity constraints may be too strong.

Might be a displacement too large or a brush that is extremly tiny/flat or something like that.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Does the map load in TF2? Because it looks like the compile process is still working.

I put your compile log into the interlopers compile log checker, and got these errors. Ignore the skybox one, it's a bug with TF2's reflection-mapping (called cubemaps) that you can't get rid of. The child patch one is exactly what it says. I don't know what the bottom material one is or what caused it.
 
Mar 23, 2013
1,013
347
$bottommaterial is for water textures. it specifies a texture you see at the water surface while being under water. Strangely the error says that the texture is named blendrockgroundwallsnow_wvt_patch. That doesn't sound like a water texture to me but appearently it has %compile_water 1?
Anyway, I don't think it causes any serious errors besides a mission texture being displays while being in the water volume