Hammer "Engine Hunk Overload" Error

tr4shlawn

L1: Registered
Jul 19, 2018
16
6
Hello, I have been trying to make a map that me and my friends can play on and recently I've been running into the issue of "Engine Hunk Overload" when I attempt to run the map in the editor. I first I thought it was because of leaks, so I checked the log and saw no leaks. I think it might have something to do with the skybox, since I found a skybox error in the log, but I'm not sure. Any help would be really appreciated.

Here's the log:


** 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\ctf_brokenbridge.vmf"

Valve Software - vbsp.exe (Jun 21 2018)
4 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\ctf_brokenbridge.vmf
Patching WVT material: maps/ctf_brokenbridge/brick/blendcobbletocobblesnow001_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ctf_brokenbridge.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...
done (0) (120046 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 287 texinfos to 242
Reduced 21 texdatas to 20 (589 bytes to 556)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ctf_brokenbridge.bsp
Wrote ZIP buffer, estimated size 595, actual size 515
8 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\ctf_brokenbridge"

Valve Software - vvis.exe (Jun 21 2018)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ctf_brokenbridge.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ctf_brokenbridge.prt
1653 portalclusters
4465 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (202)
Optimized: 3062 visible clusters (0.74%)
Total clusters visible: 414805
Average clusters visible: 250
Building PAS...
Average clusters audible: 758
visdatasize:516285 compressed from 687648
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ctf_brokenbridge.bsp
3 minutes, 23 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\ctf_brokenbridge"

Valve Software - vrad.exe SSE (Jun 21 2018)

Valve Radiosity Simulator
4 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\ctf_brokenbridge.bsp
Setting up ray-trace acceleration structure... Done (0.35 seconds)
11338 faces
4 degenerate faces
9730663 square feet [1401215488.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
11334 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
619826 patches after subdivision
175 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (32)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (159)
transfers 160084114, max 2815
transfer lists: 1221.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #1 added RGB(331170, 144224, 127556)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #2 added RGB(100078, 32433, 27824)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #3 added RGB(34917, 9159, 7676)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #4 added RGB(12658, 2771, 2234)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #5 added RGB(4707, 871, 666)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #6 added RGB(1770, 281, 200)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #7 added RGB(672, 93, 61)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #8 added RGB(257, 31, 18)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #9 added RGB(99, 11, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #10 added RGB(38, 4, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #11 added RGB(15, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #12 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #13 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (3)
Bounce #14 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.6204 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (18)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (14)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 1078/8192 12936/98304 (13.2%)
brushsides 8918/65536 71344/524288 (13.6%)
planes 3272/65536 65440/1310720 ( 5.0%)
vertexes 14261/65536 171132/786432 (21.8%)
nodes 3839/65536 122848/2097152 ( 5.9%)
texinfos 242/12288 17424/884736 ( 2.0%)
texdata 20/2048 640/65536 ( 1.0%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 11338/65536 634928/3670016 (17.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1019/65536 57064/3670016 ( 1.6%)
leaves 3841/65536 122912/2097152 ( 5.9%)
leaffaces 12007/65536 24014/131072 (18.3%)
leafbrushes 3273/65536 6546/131072 ( 5.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 53672/512000 214688/2048000 (10.5%)
edges 27775/256000 111100/1024000 (10.8%)
LDR worldlights 175/8192 15400/720896 ( 2.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 473/32768 4730/327680 ( 1.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 6504/65536 13008/131072 ( 9.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 64570928/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 516285/16777216 ( 3.1%)
entdata [variable] 59552/393216 (15.1%)
LDR ambient table 3841/65536 15364/262144 ( 5.9%)
HDR ambient table 3841/65536 15364/262144 ( 5.9%)
LDR leaf ambient 8477/65536 237356/1835008 (12.9%)
HDR leaf ambient 3841/65536 107548/1835008 ( 5.9%)
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] 1/12 ( 8.3%)
pakfile [variable] 515/0 ( 0.0%)
physics [variable] 120046/4194304 ( 2.9%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 26907
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ctf_brokenbridge.bsp
4 minutes, 22 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ctf_brokenbridge.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\ctf_brokenbridge.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 "ctf_brokenbridge" -steam
 

Midlou

L5: Dapper Member
Jan 12, 2016
208
238
"zero area child patch"

Description:
A solid in your level has a face with no area. My guess is that vrad.exe is trying to create a lightmap for a face that doesn't exist. Maybe you have an invalid brush?

Solution:
First check Hammers problemchecker (alt+p). If that doesn't solve your problems, you can either ignore the error, or try to find it anyway using cordon tools. You would be looking for brushes which might be too complex. I wouldn't recommend the second option.

Source: http://www.interlopers.net/errors
 

tr4shlawn

L1: Registered
Jul 19, 2018
16
6
Thank you for the reply. I tried to search for the problem (alt+p) but it wasn't found. I would just ignore the error if I could, but I can't run the map because of the "Engine Hunk Overload" error.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
You mean the map can't open the VMF in Hammer, or you can't run the map in TF2?
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
What happens when you try to open the map in Hammer? Does it report an error?