- Feb 28, 2018
- 8
- 0
So everytime i try to start up my koth map that ive been working on, it'll show the menu for tf2 and then a few seconds later tf2 will close with an engine error saying Engine Hunk Overflow! I do not know how to fix this at all, but i will post my compile list here so that someone can take a look and provide a solution.
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_industry.vmf"
Valve Software - vbsp.exe (Aug 2 2018)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_industry.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/koth_industry/nature/blendgroundtograss001b_wvt_patch
Patching WVT material: maps/koth_industry/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/koth_industry/egypt/sand_grass_blend_01_wvt_patch
Patching WVT material: maps/koth_industry/tropics/blendreddirt001_wvt_patch
Patching WVT material: maps/koth_industry/cp_mountainlab/nature/blendrocktograss002_wvt_patch
Patching WVT material: maps/koth_industry/coalmines/blendgroundtowall_coalmines_wvt_patch
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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 42 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_industry.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_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_hydro_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) (92833 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 587 texinfos to 246
Reduced 55 texdatas to 43 (1594 bytes to 1086)
Writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_industry.bsp
Wrote ZIP buffer, estimated size 215721, actual size 214301
1 second elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_industry"
Valve Software - vvis.exe (Aug 2 2018)
8 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_industry.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_industry.prt
269 portalclusters
789 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 (0)
Optimized: 343 visible clusters (0.91%)
Total clusters visible: 37834
Average clusters visible: 140
Building PAS...
Average clusters audible: 261
visdatasize:19427 compressed from 21520
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_industry.bsp
0 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_industry"
Valve Software - vrad.exe SSE (Jul 18 2018)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_industry.bsp
Setting up ray-trace acceleration structure... Done (0.83 seconds)
4455 faces
290718 square feet [41863400.00 square inches]
14 Displacements
30404 Square Feet [4378201.00 Square Inches]
4455 patches before subdivision
420783 patches after subdivision
sun extent from map=0.008727
28 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (48)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (42)
transfers 68076890, max 1876
transfer lists: 519.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(2064205, 1097334, 1003710)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(333172, 108098, 73770)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(37569, 8192, 4711)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(6031, 826, 383)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(812, 76, 31)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(128, 8, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(19, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1132 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
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 (1)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 13/1024 624/49152 ( 1.3%)
brushes 240/8192 2880/98304 ( 2.9%)
brushsides 1502/65536 12016/524288 ( 2.3%)
planes 1124/65536 22480/1310720 ( 1.7%)
vertexes 6412/65536 76944/786432 ( 9.8%)
nodes 694/65536 22208/2097152 ( 1.1%)
texinfos 246/12288 17712/884736 ( 2.0%)
texdata 43/2048 1376/65536 ( 2.1%)
dispinfos 14/0 2464/0 ( 0.0%)
disp_verts 1134/0 22680/0 ( 0.0%)
disp_tris 1792/0 3584/0 ( 0.0%)
disp_lmsamples 79488/0 79488/0 ( 0.0%)
faces 4455/65536 249480/3670016 ( 6.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 593/65536 33208/3670016 ( 0.9%)
leaves 708/65536 22656/2097152 ( 1.1%)
leaffaces 4961/65536 9922/131072 ( 7.6%)
leafbrushes 751/65536 1502/131072 ( 1.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 22496/512000 89984/2048000 ( 4.4%)
edges 12384/256000 49536/1024000 ( 4.8%)
LDR worldlights 28/8192 2464/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 388/32768 3880/327680 ( 1.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5820/65536 11640/131072 ( 8.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 49901028/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 19427/16777216 ( 0.1%)
entdata [variable] 20282/393216 ( 5.2%)
LDR ambient table 708/65536 2832/262144 ( 1.1%)
HDR ambient table 708/65536 2832/262144 ( 1.1%)
LDR leaf ambient 3167/65536 88676/1835008 ( 4.8%)
HDR leaf ambient 708/65536 19824/1835008 ( 1.1%)
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] 1/16756 ( 0.0%)
pakfile [variable] 214301/0 ( 0.0%)
physics [variable] 92833/4194304 ( 2.2%)
physics terrain [variable] 3614/1048576 ( 0.3%)
Level flags = 0
Total triangle count: 11209
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_industry.bsp
1 minute, 40 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_industry.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\koth_industry.bsp"
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -novid +map "koth_industry" -steam
And before anyone says to go to interlopers.net, ive already tried that and it didnt find any problems, so i dont know whats going on.
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_industry.vmf"
Valve Software - vbsp.exe (Aug 2 2018)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_industry.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/koth_industry/nature/blendgroundtograss001b_wvt_patch
Patching WVT material: maps/koth_industry/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/koth_industry/egypt/sand_grass_blend_01_wvt_patch
Patching WVT material: maps/koth_industry/tropics/blendreddirt001_wvt_patch
Patching WVT material: maps/koth_industry/cp_mountainlab/nature/blendrocktograss002_wvt_patch
Patching WVT material: maps/koth_industry/coalmines/blendgroundtowall_coalmines_wvt_patch
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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 42 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_industry.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_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_hydro_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) (92833 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 587 texinfos to 246
Reduced 55 texdatas to 43 (1594 bytes to 1086)
Writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_industry.bsp
Wrote ZIP buffer, estimated size 215721, actual size 214301
1 second elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_industry"
Valve Software - vvis.exe (Aug 2 2018)
8 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_industry.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_industry.prt
269 portalclusters
789 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 (0)
Optimized: 343 visible clusters (0.91%)
Total clusters visible: 37834
Average clusters visible: 140
Building PAS...
Average clusters audible: 261
visdatasize:19427 compressed from 21520
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_industry.bsp
0 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_industry"
Valve Software - vrad.exe SSE (Jul 18 2018)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_industry.bsp
Setting up ray-trace acceleration structure... Done (0.83 seconds)
4455 faces
290718 square feet [41863400.00 square inches]
14 Displacements
30404 Square Feet [4378201.00 Square Inches]
4455 patches before subdivision
420783 patches after subdivision
sun extent from map=0.008727
28 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (48)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (42)
transfers 68076890, max 1876
transfer lists: 519.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(2064205, 1097334, 1003710)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(333172, 108098, 73770)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(37569, 8192, 4711)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(6031, 826, 383)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(812, 76, 31)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(128, 8, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(19, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1132 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
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 (1)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 13/1024 624/49152 ( 1.3%)
brushes 240/8192 2880/98304 ( 2.9%)
brushsides 1502/65536 12016/524288 ( 2.3%)
planes 1124/65536 22480/1310720 ( 1.7%)
vertexes 6412/65536 76944/786432 ( 9.8%)
nodes 694/65536 22208/2097152 ( 1.1%)
texinfos 246/12288 17712/884736 ( 2.0%)
texdata 43/2048 1376/65536 ( 2.1%)
dispinfos 14/0 2464/0 ( 0.0%)
disp_verts 1134/0 22680/0 ( 0.0%)
disp_tris 1792/0 3584/0 ( 0.0%)
disp_lmsamples 79488/0 79488/0 ( 0.0%)
faces 4455/65536 249480/3670016 ( 6.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 593/65536 33208/3670016 ( 0.9%)
leaves 708/65536 22656/2097152 ( 1.1%)
leaffaces 4961/65536 9922/131072 ( 7.6%)
leafbrushes 751/65536 1502/131072 ( 1.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 22496/512000 89984/2048000 ( 4.4%)
edges 12384/256000 49536/1024000 ( 4.8%)
LDR worldlights 28/8192 2464/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 388/32768 3880/327680 ( 1.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5820/65536 11640/131072 ( 8.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 49901028/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 19427/16777216 ( 0.1%)
entdata [variable] 20282/393216 ( 5.2%)
LDR ambient table 708/65536 2832/262144 ( 1.1%)
HDR ambient table 708/65536 2832/262144 ( 1.1%)
LDR leaf ambient 3167/65536 88676/1835008 ( 4.8%)
HDR leaf ambient 708/65536 19824/1835008 ( 1.1%)
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] 1/16756 ( 0.0%)
pakfile [variable] 214301/0 ( 0.0%)
physics [variable] 92833/4194304 ( 2.2%)
physics terrain [variable] 3614/1048576 ( 0.3%)
Level flags = 0
Total triangle count: 11209
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_industry.bsp
1 minute, 40 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_industry.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\koth_industry.bsp"
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -novid +map "koth_industry" -steam
And before anyone says to go to interlopers.net, ive already tried that and it didnt find any problems, so i dont know whats going on.
Last edited: