- Nov 7, 2016
- 30
- 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:
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