Compile error -please help.

Discussion in 'Mapping Questions & Discussion' started by Mr.Blob, Oct 3, 2009.

  1. Mr.Blob

    Mr.Blob L8: Fancy Shmancy Member

    Messages:
    573
    Positive Ratings:
    204
    Hello.

    I have a "big" error when i compile.

    "Too many unique verts, max = 65536 (map has too much brush geometry)"

    I have googled this and it has come up with a few different answers. Some say it's about a invalid brush, other say it's about having too much geometry. I have no idea how to fix this and it's stopping my map form compiling.

    I have had some minor scaling issues here is what I mean: - my map is very long but also very thin.

    [​IMG]

    Thanks in advanced.

    Blob loves you all. :)
     
    Last edited: Oct 3, 2009
  2. Nutomic

    Nutomic L11: Posh Member

    Messages:
    888
    Positive Ratings:
    177
    The size of the map shouldnt be a problem until youre going out of the coordinates.

    It would be helpful, if you would post your compile log, because without, its more guessing.
     
  3. Mr.Blob

    Mr.Blob L8: Fancy Shmancy Member

    Messages:
    573
    Positive Ratings:
    204
    Yes, I'm really sorry I forgot, here it is:

    Code:
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\billstakenny\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\billstakenny\team fortress 2\tf" "C:\Program Files\Steam\steamapps\billstakenny\sourcesdk_content\tf\mapsrc\cp_covert_a1"
    
    Valve Software - vbsp.exe (May 19 2009)
    2 threads
    materialPath: c:\program files\steam\steamapps\billstakenny\team fortress 2\tf\materials
    Loading C:\Program Files\Steam\steamapps\billstakenny\sourcesdk_content\tf\mapsrc\cp_covert_a1.vmf
    Patching WVT material: maps/cp_covert_a1/nature/blendgroundtoconcrete001_wvt_patch
    Patching WVT material: maps/cp_covert_a1/dev/dev_blendmeasure2_wvt_patch
    Patching WVT material: maps/cp_covert_a1/dev/dev_blendmeasure_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (5)
    WARNING: node without a volume
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (5)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (1)
    Find Visible Detail Sides...
    Merged 3716 detail faces...done (6)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    Too many unique verts, max = 65536 (map has too much brush geometry)
    
    
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\billstakenny\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters:  -game "c:\program files\steam\steamapps\billstakenny\team fortress 2\tf" "C:\Program Files\Steam\steamapps\billstakenny\sourcesdk_content\tf\mapsrc\cp_covert_a1"
    
    Valve Software - vrad.exe SSE (May 19 2009)
    
          Valve Radiosity Simulator     
    2 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:\program files\steam\steamapps\billstakenny\sourcesdk_content\tf\mapsrc\cp_covert_a1.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (6.08 seconds)
    16582 faces
    42 degenerate faces
    2562494 square feet [368999200.00 square inches]
    24 Displacements
    5280 Square Feet [760461.19 Square Inches]
    0 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (9)
    Build Patch/Sample Hash Table(s).....Done<0.3561 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (31)
    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 (57)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                  17/1024          816/49152    ( 1.7%) 
    brushes               3276/8192        39312/98304    (40.0%) 
    brushsides           22598/65536      180784/524288   (34.5%) 
    planes               15958/65536      319160/1310720  (24.3%) 
    vertexes             32301/65536      387612/786432   (49.3%) 
    nodes                10121/65536      323872/2097152  (15.4%) 
    texinfos              2378/12288      171216/884736   (19.4%) 
    texdata                 74/2048         2368/65536    ( 3.6%) 
    dispinfos               24/0            4224/0        ( 0.0%) 
    disp_verts             712/0           14240/0        ( 0.0%) 
    disp_tris              960/0            1920/0        ( 0.0%) 
    disp_lmsamples       15844/0           15844/0        ( 0.0%) 
    faces                16582/65536      928592/3670016  (25.3%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces             7159/65536      400904/3670016  (10.9%) 
    leaves               10139/65536      324448/2097152  (15.5%) 
    leaffaces            19479/65536       38958/131072   (29.7%) 
    leafbrushes          13377/65536       26754/131072   (20.4%) 
    areas                    2/256            16/2048     ( 0.8%) 
    surfedges           109641/512000     438564/2048000  (21.4%) 
    edges                65332/256000     261328/1024000  (25.5%) 
    LDR worldlights          0/8192            0/720896   ( 0.0%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips           1938/32768       19380/327680   ( 5.9%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices         30798/65536       61596/131072   (47.0%) 
    cubemapsamples           0/1024            0/16384    ( 0.0%) 
    overlays                 0/512             0/180224   ( 0.0%) 
    LDR lightdata         [variable]    14175476/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]           0/16777216 ( 0.0%) 
    entdata               [variable]        4770/393216   ( 1.2%) 
    LDR ambient table    10139/65536       40556/262144   (15.5%) 
    HDR ambient table    10139/65536       40556/262144   (15.5%) 
    LDR leaf ambient      4817/65536      134876/1835008  ( 7.4%) 
    HDR leaf ambient     10139/65536      283892/1835008  (15.5%) 
    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]        2793/0        ( 0.0%) 
    physics               [variable]     1215332/4194304  (29.0%) 
    physics terrain       [variable]        3500/1048576  ( 0.3%) 
    
    Level flags = 0
    
    Total triangle count: 47715
    Writing c:\program files\steam\steamapps\billstakenny\sourcesdk_content\tf\mapsrc\cp_covert_a1.bsp
    1 minute, 46 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files\Steam\steamapps\billstakenny\sourcesdk_content\tf\mapsrc\cp_covert_a1.bsp" "c:\program files\steam\steamapps\billstakenny\team fortress 2\tf\maps\cp_covert_a1.bsp"
    
    
     
  4. brick

    brick L3: Member

    Messages:
    103
    Positive Ratings:
    13
    I had the same problem. If you look at the complie log it will tell you how many brush sides you have if you complie with vrad and vvis on. Try removing stairs, or even ladders. Try to simplify complex brushes. Or just remove un needed detail. If you have one solid with 18 sides or it gives kind of the same error, but it will say to many vertexes on a certain solid. A good way to find what your brush sides it at just use the condor tool until you can fully complie, if you cant. Also if you used the vertex tool it could of messed up a solid. Also if you have lots of high power displacements could be the cause also.
     
    • Thanks Thanks x 1
    Last edited: Oct 3, 2009
  5. YM

    aa YM LVL100 YM

    Messages:
    7,099
    Positive Ratings:
    5,739
    Use the cordon method, cordon 50% of the map, if it compiles the error isnt in that half, so cordon the other half, if it compiles its not an invalid brush but your simply have too many verts as it says.

    In which case you have an answer for how to fix it. REMOVE SOME VERTS. nice and simple.

    Convert stuff to models, move stuff to skybox and simplyfiy it's geometry, reduce the map's size, it looks rediculously massive, far FAR too big. You can even make certain repeated geometry models.
     
    • Thanks Thanks x 1
  6. Seba

    aa Seba DR. BIG FUCKER, PHD

    Messages:
    2,363
    Positive Ratings:
    2,365
    Damn, that's a big map.

    Anyway, I see that you're close to 50% in brushes (which shouldn't be a problem), but also your compile time is extremely short and there's a node without a volume. I'm not sure if the node has anything to do with it, but try deleting it if it's not essential and compiling again. If that won't work I can't help you anymore, you'll have to ask some people with more experience.
     
  7. Mr.Blob

    Mr.Blob L8: Fancy Shmancy Member

    Messages:
    573
    Positive Ratings:
    204
    Basically my map is too big. I will be reducing the size alot.
     
  8. brick

    brick L3: Member

    Messages:
    103
    Positive Ratings:
    13
    If you think thats big, my map is at 89% brush sides and 99.8% waterindices:( I need to learn how to make models.
     
  9. Nutomic

    Nutomic L11: Posh Member

    Messages:
    888
    Positive Ratings:
    177
    • Thanks Thanks x 1
  10. brick

    brick L3: Member

    Messages:
    103
    Positive Ratings:
    13
    Hm very interesting, will give this a read.
     
  11. Smetzle

    Smetzle L3: Member

    Messages:
    112
    Positive Ratings:
    51
    [​IMG]

    That image made me think of this :p:

    [​IMG]
     
  12. eerieone

    aa eerieone

    Messages:
    1,009
    Positive Ratings:
    569
    Since the number of brushes is only 40%, maybe you have too many sides that need to be drawn..
    did you nodraw not visible sides on world geometry and func_detail?