Engine hunk overflow error Please help

Discussion in 'Mapping Questions & Discussion' started by sitood, Feb 27, 2014.

  1. sitood

    sitood L1: Registered

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    Hey guys,
    I'm making a jump map for soldiers and its almost done.
    Since yesterday tf2 started giving the engine hunk overflow error.
    This is the second time i got this. (first time i solved it)
    I've searched google many times but it didnt help a lot.

    First i went to the compile log checker and it seems that i have a leak.
    [​IMG]
    Sadly i cant find a leak anywere.

    So after that, i tried to load the map pointfile.
    [​IMG]
    It gave me a line that seems pretty useless.
    [​IMG]
    Because the line doesn't got trough anything.

    After that i searched the location of the leak.
    [​IMG]
    And as result the 3d view screen send me to the top of the line even when there's nothing there.
    [​IMG]

    I really hope you guys can help me! :)
     
  2. Waffe

    Waffe L4: Comfortable Member

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  3. sitood

    sitood L1: Registered

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    Found it. [​IMG]
    What do i have to do with it?
     
  4. Waffe

    Waffe L4: Comfortable Member

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    Move the origin inside the "world" (aka not the void). Preferably to the center of the brush that the entity is tied to (the func_brush). You can also just use the Center Origins thingy from the Tools menu
     
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  5. sitood

    sitood L1: Registered

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    I just moved the origins, i hope it works now. Many thanks!
     
  6. sitood

    sitood L1: Registered

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    Dammit, it happend again. A teleporter leaked this time.

    Edit: i just selected the whole map and clicked on center origins.
    i hope it works now.
     
    Last edited: Feb 27, 2014
  7. sitood

    sitood L1: Registered

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    Yesh, the map finally works! but i got another problem now. The lights are not working. Everywhere is light. [​IMG]
    And i couldn't find the solution on the internet.
     
  8. henke37

    aa henke37

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    First of all, you did place lights in the first place right?
    Second, you did fix all leaks right?
    Thirdly, did you run vrad?
     
  9. Seba

    aa Seba DR. BIG FUCKER, PHD

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    I know I'm late as fuck but

    >[​IMG]

    >[​IMG]
     
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  10. sitood

    sitood L1: Registered

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    1, yep
    2, yes
    3, yea
     
  11. Waffe

    Waffe L4: Comfortable Member

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    Can you paste the compile log? It usually will tell what the problem is
     
  12. re1wind

    aa re1wind

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    I'm betting that mat_fullbright = 1, just set it to 0.
     
  13. sitood

    sitood L1: Registered

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    Loading c:\users\gebruiker\desktop\tf2 stages\jump_home\jump_home_b1.bsp
    21095 faces
    4 degenerate faces
    80740096 square feet [11626573824.00 square inches]
    9 Displacements
    188902 Square Feet [27201972.00 Square Inches]
    21091 patches before subdivision
    832619 patches after subdivision
    2054 direct lights
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6.


    materialPath: E:\Steam\SteamApps\common\Team Fortress 2\tf\materials
    Loading C:\Users\Gebruiker\Desktop\tf2 stages\jump_home\jump_home_b1.vmf
    Can't find surfaceprop asphalt for material REALWORLDTEXTURES/NEWER/1/ROAD_1_01, using default
    Can't find surfaceprop asphalt for material REALWORLDTEXTURES/NEWER/1/ASPHALT_1_06, using default
    Can't find surfaceprop Asphalt for material REALWORLDTEXTURES/NEWER/1/ASPHALT_1_07, using default
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/jump_home_b1/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/jump_home_b1/nature/blendrockgroundwallsnow_wvt_patch
    fixing up env_cubemap materials on brush sides...
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 320 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\Gebruiker\Desktop\tf2 stages\jump_home\jump_home_b1.prt...Building visibility clusters...
    done (1)
    WARNING: node without a volume
    WARNING: node without a volume
    WARNING: node without a volume
    WARNING: node without a volume
    WARNING: node without a volume
    WARNING: node without a volume
    WARNING: node without a volume
    WARNING: node without a volume
    WARNING: node without a volume
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/realsky1*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
    skybox/realsky1*.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...
    WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
    done (15) (1418014 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Water found with no water_lod_control entity, creating a default one.
    Compacting texture/material tables...
    Reduced 4411 texinfos to 2663
    Reduced 218 texdatas to 190 (7591 bytes to 6187)
    Writing C:\Users\Gebruiker\Desktop\tf2 stages\jump_home\jump_home_b1.bsp
    28 seconds elapsed



    2 threads
    reading c:\users\gebruiker\desktop\tf2 stages\jump_home\jump_home_b1.bsp
    reading c:\users\gebruiker\desktop\tf2 stages\jump_home\jump_home_b1.prt
    3507 portalclusters
    9614 numportals
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 3211 visible clusters (0.56%)
    Total clusters visible: 572368
    Average clusters visible: 163
    Building PAS...
    Average clusters audible: 216
    visdatasize:422282 compressed from 3086160
    writing c:\users\gebruiker\desktop\tf2 stages\jump_home\jump_home_b1.bsp
    49 minutes, 19 seconds elapsed



    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']

    Loading c:\users\gebruiker\desktop\tf2 stages\jump_home\jump_home_b1.bsp
    21095 faces
    4 degenerate faces
    80740096 square feet [11626573824.00 square inches]
    9 Displacements
    188902 Square Feet [27201972.00 Square Inches]
    21091 patches before subdivision
    833383 patches after subdivision
    2054 direct lights
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6.

    Thats it.
     
  14. sitood

    sitood L1: Registered

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    Its indeed set to 1. but when i set it to 0, it don't change anything.
    Even when i restard the server. It goes automatically to 1.
     
  15. henke37

    aa henke37

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    Vrad crashed. Those progress lines always end at ten and there are nearly always more than two. And the ending statistics are missing.
     
  16. Fish 2.0

    Fish 2.0 L6: Sharp Member

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    If it is a successful compile it will tell you the runtime of the compile at the end of the log. I usually just look out for that so I know the map has compiled, however this method does not account for any leaks (maps usually compile with leaks).
     
  17. re1wind

    aa re1wind

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    Ouch.

    I think you may want to optimize the map a bit before attempting to compile again. that should be 49 seconds, not minutes. open the portal file (located under the open point file) and it will show you how the map is split up into visleafs. the more blue lines, the worse it is. A leak can cause this to happen without generating a point file or being caught by the vbsp compile.


    I also suggest cutting your displacements up into 4 parts and setting them to power 3 instead of power 4. power 4 displacements are just asking to cause problems.
     
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  18. sitood

    sitood L1: Registered

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    Okay, i opened the portal file and i see lots of blue lines now.
    [​IMG]
    But i have no idea what i have to do with them. Also my pc is not that fast so the compile process is always over 5 minutes.

    About the displacements, ill try to change the power to 3. thanks for the tip c:
     
  19. henke37

    aa henke37

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    The blue lines indicate the visleaves. Vvis is responsible for computing which leaves are potentially visible from each other. Correct map design ensures that this is kept to a minimum, so that as little geometry as possible has to be rendered.

    And "slow computer" is nonsense when it comes to the vvis time. You have way too many visleaves that can see each other if vvis takes a notable amount of time.

    You will need to func_detail things that don't contribute in any meaningful way to visibility blocking. For example, that slightly raised floor in the screenshot.
     
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  20. sitood

    sitood L1: Registered

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    Alright, ill try to make some brushes to func_detail.
    Many thanks for this tip c: