Engine Hulk Overflow?

XFunc_CaRteR

L5: Dapper Member
May 14, 2009
248
17
I get this problem, but I can't figure it out.

Someone on a garry's mod thread said you have to enter +r_hunkalloclightmaps 0 into the console, but I don't want people to have to do that just so they can play my map.

Here's my compile. Doesn't have any major errors I can think of...

Any help is greatly appreciated. I made a lot of my texture surfaces lightmap 4. Is that too hardcore or something?

Code:
** Executing...
** Command: "c:\program files\steam\steamapps\xfunc_carter\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\xfunc_carter\team fortress 2\tf" "C:\Program Files\Steam\SteamApps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a8"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files\steam\steamapps\xfunc_carter\team fortress 2\tf\materials
Loading C:\Program Files\Steam\SteamApps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a8.vmf
Patching WVT material: maps/pl_industry_a8/nature/blendgroundtogravel005_wvt_patch
Patching WVT material: maps/pl_industry_a8/nature/blendgroundtograss006_wvt_patch
Patching WVT material: maps/pl_industry_a8/nature/blendrockgroundwallforest_wvt_patch
Patching WVT material: maps/pl_industry_a8/nature/blendgroundtogravel004_wvt_patch
Patching WVT material: maps/pl_industry_a8/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 (2)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (2)
Find Visible Detail Sides...
Merged 4844 detail faces...done (7)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (5)
writing C:\Program Files\Steam\SteamApps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a8.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_badlands_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_badlands_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 (14) (2098286 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 14727 texinfos to 6683
Reduced 306 texdatas to 272 (8820 bytes to 7540)
Writing C:\Program Files\Steam\SteamApps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a8.bsp
1 minute, 31 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\xfunc_carter\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\xfunc_carter\team fortress 2\tf" "C:\Program Files\Steam\SteamApps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a8"

Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\program files\steam\steamapps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a8.bsp
reading c:\program files\steam\steamapps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a8.prt
3971 portalclusters
8929 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (16)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (393)
Optimized: 2092 visible clusters (0.00%)
Total clusters visible: 633513
Average clusters visible: 159
Building PAS...
Average clusters audible: 469
visdatasize:728861  compressed from 4002768
writing c:\program files\steam\steamapps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a8.bsp
6 minutes, 50 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\xfunc_carter\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\steamapps\xfunc_carter\team fortress 2\tf" "C:\Program Files\Steam\SteamApps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a8"

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\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a8.bsp
Setting up ray-trace acceleration structure... Done (64.41 seconds)
23779 faces
25 degenerate faces
2469305 square feet [355580032.00 square inches]
907 Displacements
131143 Square Feet [18884674.00 Square Inches]
23754 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
506188 patches after subdivision
sun extent from map=0.087156
sun extent from map=0.087156
406 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (500)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (406)
transfers 55823585, max 908
transfer lists: 425.9 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (6)
	Bounce #1 added RGB(2431526, 2153267, 1857442)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (4)
	Bounce #2 added RGB(685449, 546105, 417232)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
	Bounce #3 added RGB(201829, 143598, 98696)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (4)
	Bounce #4 added RGB(66729, 42838, 27174)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
	Bounce #5 added RGB(22391, 13160, 7952)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (4)
	Bounce #6 added RGB(7801, 4247, 2506)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
	Bounce #7 added RGB(2758, 1409, 832)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
	Bounce #8 added RGB(993, 481, 290)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
	Bounce #9 added RGB(362, 168, 105)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
	Bounce #10 added RGB(133, 60, 39)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (4)
	Bounce #11 added RGB(50, 22, 15)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
	Bounce #12 added RGB(19, 8, 6)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (4)
	Bounce #13 added RGB(7, 3, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
	Bounce #14 added RGB(3, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (4)
	Bounce #15 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
	Bounce #16 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.8952 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (138)
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 (230)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 165/1024         7920/49152    (16.1%) 
brushes               6406/8192        76872/98304    (78.2%) 
brushsides           60960/65536      487680/524288   (93.0%) VERY FULL!
planes               50836/65536     1016720/1310720  (77.6%) 
vertexes             48501/65536      582012/786432   (74.0%) 
nodes                 8797/65536      281504/2097152  (13.4%) 
texinfos              6683/12288      481176/884736   (54.4%) 
texdata                272/2048         8704/65536    (13.3%) 
dispinfos              907/0          159632/0        ( 0.0%) 
disp_verts          130739/0         2614780/0        ( 0.0%) 
disp_tris           223712/0          447424/0        ( 0.0%) 
disp_lmsamples      406560/0          406560/0        ( 0.0%) 
faces                23779/65536     1331624/3670016  (36.3%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces            14636/65536      819616/3670016  (22.3%) 
leaves                8963/65536      286816/2097152  (13.7%) 
leaffaces            36332/65536       72664/131072   (55.4%) 
leafbrushes          14485/65536       28970/131072   (22.1%) 
areas                   78/256           624/2048     (30.5%) 
surfedges           176178/512000     704712/2048000  (34.4%) 
edges               117220/256000     468880/1024000  (45.8%) 
LDR worldlights        405/8192        35640/720896   ( 4.9%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips           3125/32768       31250/327680   ( 9.5%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         57483/65536      114966/131072   (87.7%) VERY FULL!
cubemapsamples          35/1024          560/16384    ( 3.4%) 
overlays               196/512         68992/180224   (38.3%) 
LDR lightdata         [variable]    22407604/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      728861/16777216 ( 4.3%) 
entdata               [variable]      494945/393216   (125.9%) VERY FULL!
LDR ambient table     8963/65536       35852/262144   (13.7%) 
HDR ambient table     8963/65536       35852/262144   (13.7%) 
LDR leaf ambient     46785/65536     1309980/1835008  (71.4%) 
HDR leaf ambient      8963/65536      250964/1835008  (13.7%) 
occluders                3/0             120/0        ( 0.0%) 
occluder polygons       18/0             216/0        ( 0.0%) 
occluder vert ind       72/0             288/0        ( 0.0%) 
detail props          [variable]           1/12       ( 8.3%) 
static props          [variable]           1/218148   ( 0.0%) 
pakfile               [variable]     3829270/0        ( 0.0%) 
physics               [variable]     2098286/4194304  (50.0%) 
physics terrain       [variable]      321527/1048576  (30.7%) 

Level flags = 0

Total triangle count: 69420
Writing c:\program files\steam\steamapps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a8.bsp
23 minutes, 37 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\SteamApps\xfunc_carter\sourcesdk_content\tf\mapsrc\pl_industry_a8.bsp" "c:\program files\steam\steamapps\xfunc_carter\team fortress 2\tf\maps\pl_industry_a8.bsp"


** Executing...
** Command: c:\program files\steam\steam.exe
** Parameters: -applaunch 440 -game "c:\program files\steam\steamapps\xfunc_carter\team fortress 2\tf"  +map "pl_industry_a8"
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
Code:
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch

Those are, in my experience caused by brushfaces that you've vertex edited but not merged. You should ALWAYS merge the vertecies.


Also this:
SS-2009.06.27-22.56.15.png
 

Freyja

aa
Jul 31, 2009
2,994
5,813
Why don't people search the forums?

Its either,

a) You have too many brushes with the same texture
b) your map (whats enclosed by the skybox) is too big
c) You have too much sexy hunks man-porn on your computer and its trying to tell you something.
 

MoonQuake

L3: Member
Jul 18, 2009
111
21
He wouldn't have had any results with "hulk"! :)

Engine hunk overflow.

You probably have a lot of lightmap information and you're busting the engine hunk memory.
If your map is big or has a lot of lights.

-Build your map with full lighting so you can see them nice shadows that the lights in your map will cast.
-Keep the game running and switch to Hammer.
-Open up the texture application window.
-Select a bunch of walls that don't show shadow details in-game.(evenly dark or bright)
-Once a bunch of faces are selected, change their lightmap scale from the texture window. (upper right corner) Should be 16 by default, try "lowering" it to 32. Yes 32 is less detail.
-Compile your map again with full lighting and try to play it.

If you already set some walls with higher shadow details (8 or maybe even 4) lightmap scale, try putting them back to 16.

MQ
 
Last edited:

XFunc_CaRteR

L5: Dapper Member
May 14, 2009
248
17
Why don't people search the forums?

Its either,

a) You have too many brushes with the same texture
b) your map (whats enclosed by the skybox) is too big
c) You have too much sexy hunks man-porn on your computer and its trying to tell you something.

Actually, I did search the forums. In fact, go back to my original post. Read it again. Says what I found on the forums.

Also, from what I've learned since, I think you're wrong. I think it has to do with light maps.

Does anyone have more detailed information?
 

XFunc_CaRteR

L5: Dapper Member
May 14, 2009
248
17
He wouldn't have had any results with "hulk"! :)

Engine hunk overflow.

You probably have a lot of lightmap information and you're busting the engine hunk memory.
If your map is big or has a lot of lights.

Build your map with full lighting so you can see them nice shadows that the lights in your map will cast.
Keep the game running and switch to Hammer.
Open up the texture application window.
Select a bunch of walls that don't show shadow details in-game.(evenly dark or bright)
Once a bunch of faces are selected, change their lightmap scale from the texture window. (upper right corner) Should be 16 by default, try "lowering" it to 32. Yes 32 is less detail.
Compile again with full lighting and try again.

If you already set some walls with higher shadow details (8 or maybe even 4) lightmap scale, try putting them back to 16.

MQ

Thanks for this response.

How about I leave the textures I want to have lightmap 4 on 4, but I move others to 32 or 64 or whatever? Would that accomplish it?
 

MoonQuake

L3: Member
Jul 18, 2009
111
21
Well, usually you need to do this to quite a bunch of faces for it to fix your problem but setting most of the walls at 32 lightmaps scale might make your map look plain and not properly lit.

I'd keep it all to 16, except for (depending on the size of your map and its complexity) no more than 10-20 walls with a lightmap scale of 4 or less.
And if you need to compromise, put a bunch of those 4's to 8. :)
 

XFunc_CaRteR

L5: Dapper Member
May 14, 2009
248
17
Increasing the lightmap levels (i.e. making some textures less detailed in shadow) fixed it. But I still kept some key surfaces at a nice detailed Lightmap level of 4 or 8 to highlight some nice shadows.
 

Freyja

aa
Jul 31, 2009
2,994
5,813
Well, I've had the problem before. By bringing my skybox in and tightly hugging my map as close as possible, it went away.