Error! Too many detail props emitted on this map!

Discussion in 'Mapping Questions & Discussion' started by CafeineMan, Jan 8, 2018.

  1. CafeineMan

    CafeineMan L2: Junior Member

    Messages:
    58
    Positive Ratings:
    9
    Hello,

    Hammer don't like my map :(
    There seems to be too much grass.
    No leak.
    What can I doo ?


    ** Executing...
    ** Command: "Z:\JEUX STEAM\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "Z:\JEUX STEAM\steamapps\common\Team Fortress 2\tf" "D:\MAPS en cours\ctf_alpine_grass_1.vmf"

    Valve Software - vbsp.exe (Oct 14 2017)
    4 threads
    materialPath: Z:\JEUX STEAM\steamapps\common\Team Fortress 2\tf\materials
    Loading D:\MAPS en cours\ctf_alpine_grass_1.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    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 108 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing D:\MAPS en cours\ctf_alpine_grass_1.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_trainyard_01 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...
    done (0) (419317 bytes)


    Placing detail props : 0...1...2...3...4...5...6...7...8...9...Error! Too many detail props emitted on this map! (64K max!)n

    ** Executing...
    ** Command: "Z:\JEUX STEAM\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "Z:\JEUX STEAM\steamapps\common\Team Fortress 2\tf" -fast "D:\MAPS en cours\ctf_alpine_grass_1"

    Valve Software - vvis.exe (Oct 14 2017)
    fastvis = true
    4 threads
    reading d:\maps en cours\ctf_alpine_grass_1.bsp
    reading d:\maps en cours\ctf_alpine_grass_1.prt
    1135 portalclusters
    3751 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 39500 visible clusters (3.60%)
    Total clusters visible: 1098213
    Average clusters visible: 967
    Building PAS...
    Average clusters audible: 1134
    visdatasize:327619 compressed from 326880
    writing d:\maps en cours\ctf_alpine_grass_1.bsp
    ZIP Output overshot buffer estimate: Estimated 0, actual 54
    0 seconds elapsed

    ** Executing...
    ** Command: "Z:\JEUX STEAM\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "Z:\JEUX STEAM\steamapps\common\Team Fortress 2\tf" -noextra "D:\MAPS en cours\ctf_alpine_grass_1"

    Valve Software - vrad.exe SSE (Oct 14 2017)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights

    [56 texlights parsed from 'lights.rad']

    Loading d:\maps en cours\ctf_alpine_grass_1.bsp
    Setting up ray-trace acceleration structure... Done (2.15 seconds)
    5585 faces
    1499040 square feet [215861856.00 square inches]
    38 Displacements
    150667 Square Feet [21696156.00 Square Inches]
    5585 patches before subdivision
    81941 patches after subdivision

    ** Executing...
    ** Command: Copy File
    ** Parameters: "D:\MAPS en cours\ctf_alpine_grass_1.bsp" "Z:\JEUX STEAM\steamapps\common\Team Fortress 2\tf\maps\ctf_alpine_grass_1.bsp"
     
  2. Simulacron

    Simulacron L6: Sharp Member

    Messages:
    299
    Positive Ratings:
    151
    Interloper gives me these two errors:
    and:
    This means
    a) You have a huge amount of dispalcements that seem to use too many details. In this case you can probably come away with the solution given by the error message.
    b) As you can see in the second error, the interlopers website warns you, that if you use fast vvis you can hit limits ingame. I'm not sure if the detailed props are meant with it, but it's definitly worth trying to run a normal compile for your map before reworking it.
     
    • Thanks Thanks x 1
  3. CafeineMan

    CafeineMan L2: Junior Member

    Messages:
    58
    Positive Ratings:
    9
    I'll make a no detail blendgrass texture for now in the background and I'll try a full compilation later.
    Thanks Simulacron to take time for me !
    Have a good day.