Engine Hunk Overflow Issue

Discussion in 'Mapping Questions & Discussion' started by dipp doop, Aug 16, 2017.

  1. dipp doop

    dipp doop L1: Registered

    Messages:
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    0
    Hey guys, when I compile my map, I get an engine hunk over flow issue. I don't know how to solve it :(

    Here's the compile log:

    Code:
    ** 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\test1_d.vmf"
    
    Valve Software - vbsp.exe (Jun 14 2017)
    2 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\test1_d.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/test1_d/nature/blendrockgroundwallsnow_wvt_patch
    Patching WVT material: maps/test1_d/nature/blenddirtgrass001a_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...error: material maps/test1_d/nature/blendrockgroundwallsnow_wvt_patch doesn't have a $bottommaterial
    error: material maps/test1_d/nature/blendrockgroundwallsnow_wvt_patch doesn't have a $bottommaterial
    error: material maps/test1_d/nature/blendrockgroundwallsnow_wvt_patch doesn't have a $bottommaterial
    error: material maps/test1_d/nature/blendrockgroundwallsnow_wvt_patch doesn't have a $bottommaterial
    done (1)
    Chop Details...done (0)
    Find Visible Detail Sides...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\test1_d.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
    Finding displacement neighbors...
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    
    qhull precision error: Only 4 facets remain.  Can not merge another
    pair.  The convexity constraints may be too strong.  Reduce the
    magnitude of 'Cn' or increase the magnitude of 'An'.  For example,
    try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'.
    done (17) (470480 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 1752 texinfos to 1026
    Reduced 55 texdatas to 40 (1532 bytes to 959)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\test1_d.bsp
    Wrote ZIP buffer, estimated size 6817, actual size 4861
    23 seconds 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\test1_d"
    
    Valve Software - vvis.exe (Jun 14 2017)
    2 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\test1_d.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\test1_d.prt
    2018 portalclusters
    5449 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (7)
    PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (18)
    Optimized: 3577 visible clusters (2.50%)
    Total clusters visible: 143082
    Average clusters visible: 70
    Building PAS...
    Average clusters audible: 155
    visdatasize:135713  compressed from 1033216
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\test1_d.bsp
    25 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\test1_d"
    
    Valve Software - vrad.exe SSE (Jun 14 2017)
    
          Valve Radiosity Simulator     
    2 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\test1_d.bsp
    Setting up ray-trace acceleration structure... Done (5.16 seconds)
    13132 faces
    17284602 square feet [2488982784.00 square inches]
    93 Displacements
    3440185 Square Feet [495386688.00 Square Inches]
    13132 patches before subdivision
    zero area child patch
    zero area child patch
    zero area child patch
    zero area child patch
    725984 patches after subdivision
    sun extent from map=0.000000
    95 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (205)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (96)
    transfers 59303258, max 548
    transfer lists: 452.4 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
        Bounce #1 added RGB(448787, 191631, 144126)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
        Bounce #2 added RGB(76947, 18052, 12820)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (4)
        Bounce #3 added RGB(18272, 2498, 1330)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
        Bounce #4 added RGB(4976, 407, 191)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
        Bounce #5 added RGB(1502, 83, 30)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (2)
        Bounce #6 added RGB(474, 19, 6)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
        Bounce #7 added RGB(155, 5, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (2)
        Bounce #8 added RGB(51, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
        Bounce #9 added RGB(17, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (2)
        Bounce #10 added RGB(6, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (2)
        Bounce #11 added RGB(2, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (3)
        Bounce #12 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<1.0000 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (90)
    FinalLightFace Done
    0 of 26 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (130)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
    ------------       ---------------  ---------------  --------
    models                 100/1024         4800/49152    ( 9.8%)
    brushes               1251/8192        15012/98304    (15.3%)
    brushsides            8980/65536       71840/524288   (13.7%)
    planes                4670/65536       93400/1310720  ( 7.1%)
    vertexes             17963/65536      215556/786432   (27.4%)
    nodes                 5748/65536      183936/2097152  ( 8.8%)
    texinfos              1026/12288       73872/884736   ( 8.3%)
    texdata                 40/2048         1280/65536    ( 2.0%)
    dispinfos               93/0           16368/0        ( 0.0%)
    disp_verts            6973/0          139460/0        ( 0.0%)
    disp_tris            10944/0           21888/0        ( 0.0%)
    disp_lmsamples     1803968/0         1803968/0        ( 0.0%)
    faces                13132/65536      735392/3670016  (20.0%)
    hdr faces                0/65536           0/3670016  ( 0.0%)
    origfaces             3259/65536      182504/3670016  ( 5.0%)
    leaves                5849/65536      187168/2097152  ( 8.9%)
    leaffaces            14521/65536       29042/131072   (22.2%)
    leafbrushes           4641/65536        9282/131072   ( 7.1%)
    areas                    2/256            16/2048     ( 0.8%)
    surfedges            71698/512000     286792/2048000  (14.0%)
    edges                39365/256000     157460/1024000  (15.4%)
    LDR worldlights         95/8192         8360/720896   ( 1.2%)
    HDR worldlights          0/8192            0/720896   ( 0.0%)
    leafwaterdata           14/32768         168/393216   ( 0.0%)
    waterstrips            673/32768        6730/327680   ( 2.1%)
    waterverts               0/65536           0/786432   ( 0.0%)
    waterindices          9480/65536       18960/131072   (14.5%)
    cubemapsamples           0/1024            0/16384    ( 0.0%)
    overlays                 0/512             0/180224   ( 0.0%)
    LDR lightdata         [variable]    49999008/0        ( 0.0%)
    HDR lightdata         [variable]           0/0        ( 0.0%)
    visdata               [variable]      135713/16777216 ( 0.8%)
    entdata               [variable]       58982/393216   (15.0%)
    LDR ambient table     5849/65536       23396/262144   ( 8.9%)
    HDR ambient table     5849/65536       23396/262144   ( 8.9%)
    LDR leaf ambient     30905/65536      865340/1835008  (47.2%)
    HDR leaf ambient      5849/65536      163772/1835008  ( 8.9%)
    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]           1/12638    ( 0.0%)
    pakfile               [variable]        4861/0        ( 0.0%)
    physics               [variable]      470480/4194304  (11.2%)
    physics terrain       [variable]       23565/1048576  ( 2.2%)
    
    Level flags = 0
    
    Total triangle count: 32493
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\test1_d.bsp
    9 minutes, 26 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\test1_d.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\test1_d.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"  +map "test1_d" -steam
    
    
     
  2. Lampenpam

    aa Lampenpam

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    337
    That's a ton of area portals. Perhaps you didn't optimize your map.

    Do you know what func_detail is? Here is an article about optimization: http://www.optimization.interlopers.net/index.php?chapter=func_detail read the other chapters too.

    aslo you ahve this error
    Might be a displacement too large or a brush that is extremly tiny/flat or something like that.
     
  3. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

    Messages:
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    Positive Ratings:
    517
    Does the map load in TF2? Because it looks like the compile process is still working.

    I put your compile log into the interlopers compile log checker, and got these errors. Ignore the skybox one, it's a bug with TF2's reflection-mapping (called cubemaps) that you can't get rid of. The child patch one is exactly what it says. I don't know what the bottom material one is or what caused it.
     
  4. Lampenpam

    aa Lampenpam

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    337
    $bottommaterial is for water textures. it specifies a texture you see at the water surface while being under water. Strangely the error says that the texture is named blendrockgroundwallsnow_wvt_patch. That doesn't sound like a water texture to me but appearently it has %compile_water 1?
    Anyway, I don't think it causes any serious errors besides a mission texture being displays while being in the water volume