Map too big, or just not optimised?

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Rovert Scott

L1: Registered
Jun 12, 2009
6
0
I'm making a map that incorporates a steep hill, the map isn't very large, just narrow and tall. box like rectangle. The console tells me Host_EndGame: Map coordinate extents are too large!!
Check for errors!

Here is the Exec log

** Executing...
** Command: "c:\program files\valve\steam\steamapps\****\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\****\team fortress 2\tf" "C:\Program Files\Valve\Steam\SteamApps\****\sourcesdk_content\tf\mapsrc\****"

Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: c:\program files\valve\steam\steamapps\****\team fortress 2\tf\materials
Loading C:\Program Files\Valve\Steam\SteamApps\****\sourcesdk_content\tf\mapsrc\****.vmf
Brush 8323: 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)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Valve\Steam\SteamApps\****\sourcesdk_content\tf\mapsrc\****.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (35253 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 51 texinfos to 35
Reduced 5 texdatas to 5 (140 bytes to 140)
Writing C:\Program Files\Valve\Steam\SteamApps\****\sourcesdk_content\tf\mapsrc\****.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\****\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\obitrev\team fortress 2\tf" "C:\Program Files\Valve\Steam\SteamApps\****\sourcesdk_content\tf\mapsrc\****"

Valve Software - vvis.exe (May 19 2009)
4 threads
reading c:\program files\valve\steam\steamapps\****\sourcesdk_content\tf\mapsrc\****.bsp
reading c:\program files\valve\steam\steamapps\****\sourcesdk_content\tf\mapsrc\****.prt
225 portalclusters
759 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (8)
Optimized: 269 visible clusters (0.00%)
Total clusters visible: 39954
Average clusters visible: 177
Building PAS...
Average clusters audible: 225
visdatasize:14872 compressed from 14400
writing c:\program files\valve\steam\steamapps\****\sourcesdk_content\tf\mapsrc\****.bsp
8 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\****\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\****\team fortress 2\tf" "C:\Program Files\Valve\Steam\SteamApps\****\sourcesdk_content\tf\mapsrc\****"

Valve Software - vrad.exe SSE (May 19 2009)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\****\sourcesdk_content\tf\mapsrc\****.bsp
Setting up ray-trace acceleration structure... Done (0.17 seconds)
537 faces
1 degenerate faces
276355 square feet [39795216.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
536 patches before subdivision
6172 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (4)
transfers 352990, max 303
transfer lists: 2.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0028 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (26)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 94/8192 1128/98304 ( 1.1%)
brushsides 767/65536 6136/524288 ( 1.2%)
planes 640/65536 12800/1310720 ( 1.0%)
vertexes 787/65536 9444/786432 ( 1.2%)
nodes 417/65536 13344/2097152 ( 0.6%)
texinfos 35/12288 2520/884736 ( 0.3%)
texdata 5/2048 160/65536 ( 0.2%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 537/65536 30072/3670016 ( 0.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 331/65536 18536/3670016 ( 0.5%)
leaves 419/65536 13408/2097152 ( 0.6%)
leaffaces 637/65536 1274/131072 ( 1.0%)
leafbrushes 196/65536 392/131072 ( 0.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 3991/512000 15964/2048000 ( 0.8%)
edges 2222/256000 8888/1024000 ( 0.9%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 40/32768 400/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 693/65536 1386/131072 ( 1.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 118548/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 14872/16777216 ( 0.1%)
entdata [variable] 347/393216 ( 0.1%)
LDR ambient table 419/65536 1676/262144 ( 0.6%)
HDR ambient table 419/65536 1676/262144 ( 0.6%)
LDR leaf ambient 225/65536 6300/1835008 ( 0.3%)
HDR leaf ambient 419/65536 11732/1835008 ( 0.6%)
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] 1/12 ( 8.3%)
pakfile [variable] 105687/0 ( 0.0%)
physics [variable] 35253/4194304 ( 0.8%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 1535
Writing c:\program files\valve\steam\steamapps\****\sourcesdk_content\tf\mapsrc\****.bsp
34 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\****\sourcesdk_content\tf\mapsrc\****.bsp" "c:\program files\valve\steam\steamapps\****\team fortress 2\tf\maps\****.bsp"


** Executing...
** Command: c:\program files\valve\steam\steam.exe
** Parameters: -applaunch 440 -game "c:\program files\valve\steam\steamapps\****\team fortress 2\tf" +map "****"

Actual Map name and my Steam ID has been censored

How big in volume can a map be?
Am I not doing something right?

I mean Balloon Race is way larger than my map, and It runs, even with all the textures and code running in the background, that my map dosen't
 
Last edited:

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
I just noticed: visdatasize:14872 compressed from 14400

Not that it's anything wrong but the figures made me laugh.

I'm too tired to look at it properly but at first scan nothing looks out of place specifically that would cause problems.

If you have a screenshot of your map it's worth showing up so you can get more accurate responses. There's only so much you can get from a compile log. Although it looks like you want to keep it a surprise so...

Atleast tell us the unit length of your map or something. Or a screenshot from outside you map or on the grid fully zoomed out or something.

Also, paste what your console actually says.

P.P.S. Google is your friend.

edit: Ninja'd >.>
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Brush 8323: bounds out of range

That brush is touching the edge of the editable region. Find it (view menu I think, if not it's in one of the menus) and fix/delete it.
 

Rovert Scott

L1: Registered
Jun 12, 2009
6
0
Top view 1548 Up/Down X 3292 Left/Right
Front View 1492 Up/Down X 1548 Left/Right
Side View 1492 Up/Down X 3292 Left/Right

Also i can not find any brushes that are outside the edit area, or out side of my skybox as posted above.
 
Apr 13, 2009
728
309
Check for problems : any invalid brushes ?

Are you sure your skybox brushes aren't touching the "edge" of the grid ? That's the max size your map can be.

EDIT : duh, I gotta read the entire topic before I post : do what Boojum said, delete your brush and rebuild it, or put a placeholder to seal the map and see if it still causes errors.
 

FlavorRage

L4: Comfortable Member
Oct 12, 2008
197
57
Top view 1548 Up/Down X 3292 Left/Right
Front View 1492 Up/Down X 1548 Left/Right
Side View 1492 Up/Down X 3292 Left/Right

Also i can not find any brushes that are outside the edit area, or out side of my skybox as posted above.

Sounds like you have cordon enabled. Do you? It's the yellow & black stripey box button.
 

shpladoink

L3: Member
Dec 19, 2007
108
6
I got the "bounds out of range" error yesterday. Nothing was out of the map bounds, but I had a leak and found some brushes that were thinner than one unit. I'm not sure how the latter got there, but getting rid of those two things fixed the problem.