Engine Hunk Overflow Error (HELP ME)

Discussion in 'Mapping Questions & Discussion' started by DaddyDoge, Aug 4, 2018.

  1. DaddyDoge

    DaddyDoge L1: Registered

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    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.
     
    Last edited: Aug 4, 2018
  2. ics

    aa ics http://ics-base.net

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    Does alt+p show any errors?
     
  3. DaddyDoge

    DaddyDoge L1: Registered

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    well i just took a look at it and it says that there is no player start, but i have 12 player spawns for red as of right now and they were working before.
     
  4. Viemärirotta

    aa Viemärirotta sniffer

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    Ignore that legacy error, it's meaningless and has been hanging around since release. Though you can add the stsrt if you want as it serves as a spawnpoint for games like Garry's Mod.
     
  5. DaddyDoge

    DaddyDoge L1: Registered

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    Well i figured it out, i just had to optimize the lightmaps lol