Engine Hunk Overflow

ikem

L6: Sharp Member
Dec 8, 2008
268
34
ummm.jpg

WTF

....


this was ran in vbct on fast vis and fast non-hdr rad
Code:
================== VBSP ==================



materialPath: c:program filessteamsteamappsikemserverteam fortress 2tfmaterials
Loading C:Documents and SettingsmikeDesktopcp_erosion_b6b.vmf
Patching WVT material: maps/cp_erosion_b6b/nature/blendgroundtograss005_wvt_patch
Patching WVT material: maps/cp_erosion_b6b/nature/blendgroundtogravel005_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (1)
Find Visible Detail Sides...
Merged 11818 detail faces...done (9)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (4)
writing C:Documents and SettingsmikeDesktopcp_erosion_b6b.prt...Building visibility clusters...
done (1)
*** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
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) (1019317 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 6080 texinfos to 4181
Reduced 88 texdatas to 58 (3333 bytes to 1727)
Writing C:Documents and SettingsmikeDesktopcp_erosion_b6b.bsp
37 seconds elapsed

================== VVIS ==================




2 threads
reading c:documents and settingsmikedesktopcp_erosion_b6b.bsp
reading c:documents and settingsmikedesktopcp_erosion_b6b.prt
1022 portalclusters
2625 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 33904 visible clusters (0.00%)
Total clusters visible: 687434
Average clusters visible: 672
Building PAS...
Average clusters audible: 1018
visdatasize:259588  compressed from 261632
writing c:documents and settingsmikedesktopcp_erosion_b6b.bsp
1 second elapsed

================== VRAD ==================




[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:documents and settingsmikedesktopcp_erosion_b6b.bsp
17585 faces
32 degenerate faces
1247840 square feet [179689040.00 square inches]
2039 Displacements
1245198 Square Feet [179308592.00 Square Inches]
17553 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
185965 patches after subdivision
87 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 7938455, max 776
transfer lists:  60.6 megs
0...1...2...3...4...5...6...7...8...9...10	Bounce #1 added RGB(584102, 269842, 165101)
0...1...2...3...4...5...6...7...8...9...10	Bounce #2 added RGB(73854, 27536, 16249)
0...1...2...3...4...5...6...7...8...9...10	Bounce #3 added RGB(12702, 4094, 2229)
0...1...2...3...4...5...6...7...8...9...10	Bounce #4 added RGB(2824, 969, 458)
0...1...2...3...4...5...6...7...8...9...10	Bounce #5 added RGB(651, 202, 83)
0...1...2...3...4...5...6...7...8...9...10	Bounce #6 added RGB(189, 55, 19)
0...1...2...3...4...5...6...7...8...9...10	Bounce #7 added RGB(49, 12, 4)
0...1...2...3...4...5...6...7...8...9...10	Bounce #8 added RGB(15, 3, 1)
0...1...2...3...4...5...6...7...8...9...10	Bounce #9 added RGB(4, 1, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #10 added RGB(1, 0, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #11 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0829 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  48/1024         2304/49152    ( 4.7%) 
brushes               2843/8192        34116/98304    (34.7%) 
brushsides           37654/65536      301232/524288   (57.5%) 
planes               53624/65536     1072480/1310720  (81.8%) VERY FULL!
vertexes             34550/65536      414600/786432   (52.7%) 
nodes                 1814/65536       58048/2097152  ( 2.8%) 
texinfos              4181/12288      301032/884736   (34.0%) 
texdata                 58/2048         1856/65536    ( 2.8%) 
dispinfos             2039/0          358864/0        ( 0.0%) 
disp_verts          191159/0         3823180/0        ( 0.0%) 
disp_tris           308992/0          617984/0        ( 0.0%) 
disp_lmsamples     3216195/0         3216195/0        ( 0.0%) 
faces                17585/65536      984760/3670016  (26.8%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces            11910/65536      666960/3670016  (18.2%) 
leaves                1863/65536       59616/2097152  ( 2.8%) 
leaffaces            24572/65536       49144/131072   (37.5%) 
leafbrushes           7705/65536       15410/131072   (11.8%) 
areas                   11/256            88/2048     ( 4.3%) 
surfedges           141983/512000     567932/2048000  (27.7%) 
edges                82391/256000     329564/1024000  (32.2%) 
LDR worldlights         87/8192         7656/720896   ( 1.1%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            7/32768          84/393216   ( 0.0%) 
waterstrips           3373/32768       33730/327680   (10.3%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         64416/65536      128832/131072   (98.3%) VERY FULL!
cubemapsamples          18/1024          288/16384    ( 1.8%) 
overlays                 5/512          1760/180224   ( 1.0%) 
LDR lightdata         [variable]    16996964/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      259588/16777216 ( 1.5%) 
entdata               [variable]      116695/393216   (29.7%) 
LDR ambient table     1863/65536        7452/262144   ( 2.8%) 
HDR ambient table     1863/65536        7452/262144   ( 2.8%) 
LDR leaf ambient     16809/65536      470652/1835008  (25.6%) 
HDR leaf ambient      1863/65536       52164/1835008  ( 2.8%) 
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]           1/2842628  ( 0.0%) 
dtl prp lght          [variable]           1/4        (25.0%) 
HDR dtl prp lght      [variable]           1/4        (25.0%) 
static props          [variable]           1/31012    ( 0.0%) 
pakfile               [variable]       14464/0        ( 0.0%) 
physics               [variable]     1019317/4194304  (24.3%) 
physics terrain       [variable]      822540/1048576  (78.4%) 

Level flags = 0

Total triangle count: 57779
Writing c:documents and settingsmikedesktopcp_erosion_b6b.bsp
16 minutes, 21 seconds elapsed
 

NovaSilisko

L42: Life, the Universe and Everything
aa
Feb 3, 2009
502
270
2039 Displacements


Jesus fuck man.
 

TMP

Ancient Pyro Main
aa
Aug 11, 2008
947
560
Hammer was working out, and the number of geeks that run it that became hunks were wayy too much for it to handle.

At least that is what I always refer to it as.
 

AntonJ3000

I am inactive and make horrible maps
Oct 29, 2008
401
90
Searched a bit, and the problem seems to be lightmaps, not sure, but that's what most people say.

Also on a swedish site it was said that a leak might be the problem.
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
It means that your video card can't handle what's going on in the map...some lesser video cards can't deal with zig because of the light map scale. But:

LDR worldlights 87/8192 7656/720896 ( 1.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)

Clearly that's not the problem--I'd look at instead either

planes 53624/65536 1072480/1310720 (81.8%) VERY FULL!

or

waterindices 64416/65536 128832/131072 (98.3%) VERY FULL!


And since I didn't know what whater indicies were, I looked it up, the best guess is that you've got too much water surface in the map, although I can't be sure.
http://www.chatbear.com/board.plm?a=viewthread&b=4991&t=137,1118051039,3296&s=0&id=862840
 

What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
I think your steam engine has a crush!
 

ikem

L6: Sharp Member
Dec 8, 2008
268
34
ok... i got waterindicies to 80% and planes to below the warning stage. Also, displacements to in the 1900's so wtf is still wrong.... i can compile w/o rad fine but even fast rad will crash it... should i email valve?