need help compiling and getting in to my map in game

creevlo

L1: Registered
Jun 10, 2020
18
1
For the past few tries compiling my map and getting into it in game, it has this error message in console:

"
Host_EndGame: Map coordinate extents are too large!!
Check for errors"

Can anyone help me with this?
 

Pinsplash

bad bad bad
May 8, 2016
156
71
the map is considered too big for some reason. the compile log should have more information.
 

creevlo

L1: Registered
Jun 10, 2020
18
1
heres the compile window i cant seem to figure out why or what is causing the coordinate thing but there was a leak and its being traced all the way back to my respawnroom visualizer which has had 0 problems until now. i dont know what to do without deleting my entire map until i can get rid of the leak i need help

** Executing...
** Command: "D:\steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\steam\steamapps\common\Team Fortress 2\tf" "D:\steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\2_tower.vmf"

Valve Software - vbsp.exe (Sep 23 2019)
12 threads
materialPath: D:\steam\steamapps\common\Team Fortress 2\tf\materials
Loading D:\steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\2_tower.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Brush 4955: bounds out of range
Brush 4949: bounds out of range
Brush 4945: bounds out of range
Brush 4954: bounds out of range
Brush 4952: bounds out of range
Brush 4951: bounds out of range
Brush 4942: bounds out of range
Brush 4944: bounds out of range
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity func_respawnroomvisualizer (-1808.00 -32.00 1680.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (15872.0 2048.0 1508.0)
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 (16384.0 1536.0 1508.0)
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 (16384.0 512.0 1508.0)
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 (14848.0 2048.0 1508.0)
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 (13824.0 2048.0 1508.0)
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 (16384.0 -512.0 1508.0)
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 (15872.0 -2048.0 1508.0)
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:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (16384.0 -1536.0 1508.0)
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:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 2 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
HashVec: point outside valid range

** Executing...
** Command: "D:\steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\steam\steamapps\common\Team Fortress 2\tf" "D:\steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\2_tower"

Valve Software - vvis.exe (Sep 23 2019)
12 threads
reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\2_tower.bsp
reading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\2_tower.prt
LoadPortals: couldn't read d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\2_tower.prt


** Executing...
** Command: "D:\steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\steam\steamapps\common\Team Fortress 2\tf" "D:\steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\2_tower"

Valve Software - vrad.exe SSE (Sep 23 2019)

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

[56 texlights parsed from 'lights.rad']

Loading d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\2_tower.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.31 seconds)
3308 faces
1432643 square feet [206300656.00 square inches]
18 Displacements
284751 Square Feet [41004208.00 Square Inches]
sun extent from map=0.000000
5 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5)
Build Patch/Sample Hash Table(s).....Done<0.0133 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (6)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 14/1024 672/49152 ( 1.4%)
brushes 194/8192 2328/98304 ( 2.4%)
brushsides 1768/65536 14144/524288 ( 2.7%)
planes 1800/65536 36000/1310720 ( 2.7%)
vertexes 4142/65536 49704/786432 ( 6.3%)
nodes 1711/65536 54752/2097152 ( 2.6%)
texinfos 151/12288 10872/884736 ( 1.2%)
texdata 32/2048 1024/65536 ( 1.6%)
dispinfos 18/0 3168/0 ( 0.0%)
disp_verts 5202/0 104040/0 ( 0.0%)
disp_tris 9216/0 18432/0 ( 0.0%)
disp_lmsamples 153196/0 153196/0 ( 0.0%)
faces 3308/65536 185248/3670016 ( 5.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1104/65536 61824/3670016 ( 1.7%)
leaves 1726/65536 55232/2097152 ( 2.6%)
leaffaces 3769/65536 7538/131072 ( 5.8%)
leafbrushes 442/65536 884/131072 ( 0.7%)
areas 3/256 24/2048 ( 1.2%)
surfedges 19306/512000 77224/2048000 ( 3.8%)
edges 9999/256000 39996/1024000 ( 3.9%)
LDR worldlights 5/8192 440/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 66/32768 660/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 927/65536 1854/131072 ( 1.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 6527004/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 15092/393216 ( 3.8%)
LDR ambient table 1726/65536 6904/262144 ( 2.6%)
HDR ambient table 1726/65536 6904/262144 ( 2.6%)
LDR leaf ambient 12045/65536 337260/1835008 (18.4%)
HDR leaf ambient 1726/65536 48328/1835008 ( 2.6%)
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] 1/1244 ( 0.1%)
pakfile [variable] 1024/0 ( 0.0%)
physics [variable] 1125900/4194304 (26.8%)
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 7975
Writing d:\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\2_tower.bsp
12 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\2_tower.bsp" "D:\steam\steamapps\common\Team Fortress 2\tf\maps\2_tower.bsp"
 

Orangepumpkin7

L2: Junior Member
Nov 24, 2017
56
33
**** leaked ****
Entity func_respawnroomvisualizer (-1808.00 -32.00 1680.00) leaked!
You have a leak in your map, it's best to try and fix all leaks in your map to get it working again. You can find leaks by going into "Map" and clicking "Load Pointfile" this will show where leaks are in hammer.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
If the leak doesn't fix the problem, also take a look at this:
upload_2020-6-11_10-13-44.png
 

creevlo

L1: Registered
Jun 10, 2020
18
1
Well I used the pointfile to find the leaks and i fixed them, but now the pointfile just leads straight through the ceiling into the void where its completely sealed, theres no holes. What should I do?
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Make sure the ceiling isn't any sort of entity brush (ie func_detail), as those do not seal the map.
 

creevlo

L1: Registered
Jun 10, 2020
18
1
Ok i patched the leak by adding another layer of protection around the map but its still saying the coordinate extents are too large so im getting on that now
 
Oct 6, 2008
1,949
446
re the extra layer of protection - you might be adding in errors / compile times and effecting game play - see this for details:

https://tf2maps.net/threads/guide-hl2-map-editing-optimization-page.37987/

After doing a compile, copy it and paste it here - it will give you some possible solutions:

https://www.interlopers.net/errors/

Leak line goes straight through a wall? Check these out:

1. ctrl+shif+w on the brush the line goes through - run compile seek if you get the leak same place
2. recreate the brush if needed, it might be a bad brush
3. look for models near the map edge, their bounding box might be on the outside of the map. How do you find the bounding box? select model, go collisions, use drop down boundary box - it will show you the actual size of the prop - if the yellow line is in the void (outside of your map) you will get a leak.
4. it might be something else causing the leak and the engine doesn't know how to tell you so it draws a line
a. delete/hide brush - run compile, does it leak same spot? if no, fix that other leak first then redo, if yes..
b. cordon tools method - use it for all other parts of the map - seal any leaks there first and come back to it
or
c. big box method - put a big box over the area - fix any other leaks and keep working bag to it.

Have fun!