Engine Hunk Overflow

Discussion in 'Mapping Questions & Discussion' started by ikem, Mar 5, 2009.

  1. ikem

    ikem L6: Sharp Member

    Messages:
    268
    Positive Ratings:
    34
    [​IMG]
    WTF

    ....


    this was ran in vbct on fast vis and fast non-hdr rad
    Code:
    ================== VBSP ==================
    
    
    
    materialPath: c:program filessteamsteamappsikemserverteam fortress 2tfmaterials
    Loading C:Documents and SettingsmikeDesktopcp_erosion_b6b.vmf
    Patching WVT material: maps/cp_erosion_b6b/nature/blendgroundtograss005_wvt_patch
    Patching WVT material: maps/cp_erosion_b6b/nature/blendgroundtogravel005_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 (1)
    Find Visible Detail Sides...
    Merged 11818 detail faces...done (9)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (4)
    writing C:Documents and SettingsmikeDesktopcp_erosion_b6b.prt...Building visibility clusters...
    done (1)
    *** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (6) (1019317 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 6080 texinfos to 4181
    Reduced 88 texdatas to 58 (3333 bytes to 1727)
    Writing C:Documents and SettingsmikeDesktopcp_erosion_b6b.bsp
    37 seconds elapsed
    
    ================== VVIS ==================
    
    
    
    
    2 threads
    reading c:documents and settingsmikedesktopcp_erosion_b6b.bsp
    reading c:documents and settingsmikedesktopcp_erosion_b6b.prt
    1022 portalclusters
    2625 numportals
    0...1...2...3...4...5...6...7...8...9...10Optimized: 33904 visible clusters (0.00%)
    Total clusters visible: 687434
    Average clusters visible: 672
    Building PAS...
    Average clusters audible: 1018
    visdatasize:259588  compressed from 261632
    writing c:documents and settingsmikedesktopcp_erosion_b6b.bsp
    1 second elapsed
    
    ================== VRAD ==================
    
    
    
    
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:documents and settingsmikedesktopcp_erosion_b6b.bsp
    17585 faces
    32 degenerate faces
    1247840 square feet [179689040.00 square inches]
    2039 Displacements
    1245198 Square Feet [179308592.00 Square Inches]
    17553 patches before subdivision
    zero area child patch
    zero area child patch
    zero area child patch
    zero area child patch
    185965 patches after subdivision
    87 direct lights
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 7938455, max 776
    transfer lists:  60.6 megs
    0...1...2...3...4...5...6...7...8...9...10	Bounce #1 added RGB(584102, 269842, 165101)
    0...1...2...3...4...5...6...7...8...9...10	Bounce #2 added RGB(73854, 27536, 16249)
    0...1...2...3...4...5...6...7...8...9...10	Bounce #3 added RGB(12702, 4094, 2229)
    0...1...2...3...4...5...6...7...8...9...10	Bounce #4 added RGB(2824, 969, 458)
    0...1...2...3...4...5...6...7...8...9...10	Bounce #5 added RGB(651, 202, 83)
    0...1...2...3...4...5...6...7...8...9...10	Bounce #6 added RGB(189, 55, 19)
    0...1...2...3...4...5...6...7...8...9...10	Bounce #7 added RGB(49, 12, 4)
    0...1...2...3...4...5...6...7...8...9...10	Bounce #8 added RGB(15, 3, 1)
    0...1...2...3...4...5...6...7...8...9...10	Bounce #9 added RGB(4, 1, 0)
    0...1...2...3...4...5...6...7...8...9...10	Bounce #10 added RGB(1, 0, 0)
    0...1...2...3...4...5...6...7...8...9...10	Bounce #11 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0829 sec>
    0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
    Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                  48/1024         2304/49152    ( 4.7%) 
    brushes               2843/8192        34116/98304    (34.7%) 
    brushsides           37654/65536      301232/524288   (57.5%) 
    planes               53624/65536     1072480/1310720  (81.8%) VERY FULL!
    vertexes             34550/65536      414600/786432   (52.7%) 
    nodes                 1814/65536       58048/2097152  ( 2.8%) 
    texinfos              4181/12288      301032/884736   (34.0%) 
    texdata                 58/2048         1856/65536    ( 2.8%) 
    dispinfos             2039/0          358864/0        ( 0.0%) 
    disp_verts          191159/0         3823180/0        ( 0.0%) 
    disp_tris           308992/0          617984/0        ( 0.0%) 
    disp_lmsamples     3216195/0         3216195/0        ( 0.0%) 
    faces                17585/65536      984760/3670016  (26.8%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces            11910/65536      666960/3670016  (18.2%) 
    leaves                1863/65536       59616/2097152  ( 2.8%) 
    leaffaces            24572/65536       49144/131072   (37.5%) 
    leafbrushes           7705/65536       15410/131072   (11.8%) 
    areas                   11/256            88/2048     ( 4.3%) 
    surfedges           141983/512000     567932/2048000  (27.7%) 
    edges                82391/256000     329564/1024000  (32.2%) 
    LDR worldlights         87/8192         7656/720896   ( 1.1%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            7/32768          84/393216   ( 0.0%) 
    waterstrips           3373/32768       33730/327680   (10.3%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices         64416/65536      128832/131072   (98.3%) VERY FULL!
    cubemapsamples          18/1024          288/16384    ( 1.8%) 
    overlays                 5/512          1760/180224   ( 1.0%) 
    LDR lightdata         [variable]    16996964/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]      259588/16777216 ( 1.5%) 
    entdata               [variable]      116695/393216   (29.7%) 
    LDR ambient table     1863/65536        7452/262144   ( 2.8%) 
    HDR ambient table     1863/65536        7452/262144   ( 2.8%) 
    LDR leaf ambient     16809/65536      470652/1835008  (25.6%) 
    HDR leaf ambient      1863/65536       52164/1835008  ( 2.8%) 
    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]           1/2842628  ( 0.0%) 
    dtl prp lght          [variable]           1/4        (25.0%) 
    HDR dtl prp lght      [variable]           1/4        (25.0%) 
    static props          [variable]           1/31012    ( 0.0%) 
    pakfile               [variable]       14464/0        ( 0.0%) 
    physics               [variable]     1019317/4194304  (24.3%) 
    physics terrain       [variable]      822540/1048576  (78.4%) 
    
    Level flags = 0
    
    Total triangle count: 57779
    Writing c:documents and settingsmikedesktopcp_erosion_b6b.bsp
    16 minutes, 21 seconds elapsed
    
     
  2. NovaSilisko

    aa NovaSilisko L42: Life, the Universe and Everything

    Messages:
    502
    Positive Ratings:
    129
    2039 Displacements


    Jesus fuck man.
     
  3. TMP

    aa TMP Abuser of Site Rules

    Messages:
    948
    Positive Ratings:
    551
    Hammer was working out, and the number of geeks that run it that became hunks were wayy too much for it to handle.

    At least that is what I always refer to it as.
     
  4. AntonJ3000

    AntonJ3000 I am inactive and make horrible maps

    Messages:
    401
    Positive Ratings:
    89
    Searched a bit, and the problem seems to be lightmaps, not sure, but that's what most people say.

    Also on a swedish site it was said that a leak might be the problem.
     
  5. Rexy

    aa Rexy The Kwisatz Haderach

    Messages:
    1,795
    Positive Ratings:
    2,367
    It means that your video card can't handle what's going on in the map...some lesser video cards can't deal with zig because of the light map scale. But:

    LDR worldlights 87/8192 7656/720896 ( 1.1%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)

    Clearly that's not the problem--I'd look at instead either

    planes 53624/65536 1072480/1310720 (81.8%) VERY FULL!

    or

    waterindices 64416/65536 128832/131072 (98.3%) VERY FULL!


    And since I didn't know what whater indicies were, I looked it up, the best guess is that you've got too much water surface in the map, although I can't be sure.
    http://www.chatbear.com/board.plm?a=viewthread&b=4991&t=137,1118051039,3296&s=0&id=862840
     
  6. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

    Messages:
    4,769
    Positive Ratings:
    5,532
    waterindices actually have nothing at all to do with water. (But I'm blurry on what they are)
     
  7. What Is Schwa

    What Is Schwa L6: Sharp Member

    Messages:
    375
    Positive Ratings:
    220
    I think your steam engine has a crush!
     
  8. ikem

    ikem L6: Sharp Member

    Messages:
    268
    Positive Ratings:
    34
    ok... i got waterindicies to 80% and planes to below the warning stage. Also, displacements to in the 1900's so wtf is still wrong.... i can compile w/o rad fine but even fast rad will crash it... should i email valve?