Error! Too many detail props emitted on this map!

CafeineMan

L2: Junior Member
Jul 31, 2010
95
17
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"
 

Simulacron

L-3: Simulated Member
aa
Feb 17, 2016
313
326
Interloper gives me these two errors:
error! too many detail props emitted on this map!
Description:
The amount of detail props (the grasses and such that automatically appear on displacements with certain textures) has exceeded the maximum number of allowable detail props.

Solution:
Either reduce the amount of textures/displacements which cause these props to appear, or edit the texture's vmt's to decrease the number of detail props those textures emit.
and:
fastvis = true
Description:
You seem to be running vvis in -fast mode. This is okay for testing purposes, but mind that this will cause:

  • Strange compile errors, like 'cluster saw into cluster' errors
  • Strange errors ingame (including unexpected crashes)
  • Hitting limits ingame, by skipping essential optimization processses
  • Lower performance ingame
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.
 

CafeineMan

L2: Junior Member
Jul 31, 2010
95
17
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.