Hammer error: VERY FULL!

XPelargos

L1: Registered
Dec 22, 2008
12
0
Okay, I've been using the error checker on interloper.net and there's one final bug that I can't squash for the life of me. It's been bolded below. I go to the said coordinates and THERE'S NOTHING THERE. IT'S JUST EMPTY SPACE. It's not out of the map coordinates either, it's right in the middle of a jump. You wouldn't think there could be a problem. I tried deleting nearby models, lights, player clips, etc. and nothing works. :(

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\xpelargos\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\xpelargos\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\xpelargos\sourcesdk_content\tf\mapsrc\jump_hobo2_edit.vmf"

Valve Software - vbsp.exe (Apr 28 2010)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\xpelargos\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\xpelargos\sourcesdk_content\tf\mapsrc\jump_hobo2_edit.vmf
Patching WVT material: maps/jump_hobo2_edit/nature/blendgroundtograss001_wvt_patch
Patching WVT material: maps/jump_hobo2_edit/nature/blendgrass_canyon_wvt_patch
Patching WVT material: maps/jump_hobo2_edit/nature/blendgroundtograss003_wvt_patch
Patching WVT material: maps/jump_hobo2_edit/nature/blendrockground007_wvt_patch
Patching WVT material: maps/jump_hobo2_edit/nature/blendgroundtogravel004_wvt_patch
Patching WVT material: maps/jump_hobo2_edit/nature/blendrockgroundwall001_wvt_patch
Patching WVT material: maps/jump_hobo2_edit/nature/blendgroundtograss005_wvt_patch
Patching WVT material: maps/jump_hobo2_edit/nature/blendrockground005_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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 82 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\xpelargos\sourcesdk_content\tf\mapsrc\jump_hobo2_edit.prt...Building visibility clusters...
done (0)
WARNING: node without a volume
WARNING: node without a volume
WARNING: node without a volume
WARNING: node without a volume
WARNING: node without a volume
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_badlands_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_badlands_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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 (5) (1552892 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 9279 texinfos to 5313
Reduced 334 texdatas to 288 (15205 bytes to 13164)
Writing C:\Program Files (x86)\Steam\steamapps\xpelargos\sourcesdk_content\tf\mapsrc\jump_hobo2_edit.bsp
19 seconds elapsed
-2.337347 -1.299201 0.000000
-2.337347 -1.278825 0.000000
2.063540 1.299201 0.000000
-2.337347 1.299201 0.000000
make_triangles:calc_triangle_representation: Cannot convert


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\xpelargos\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\xpelargos\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\xpelargos\sourcesdk_content\tf\mapsrc\jump_hobo2_edit"

Valve Software - vvis.exe (Apr 28 2010)
2 threads
reading c:\program files (x86)\steam\steamapps\xpelargos\sourcesdk_content\tf\mapsrc\jump_hobo2_edit.bsp
reading c:\program files (x86)\steam\steamapps\xpelargos\sourcesdk_content\tf\mapsrc\jump_hobo2_edit.prt
3621 portalclusters
10731 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (5)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (122)
Optimized: 1599 visible clusters (0.00%)
Total clusters visible: 482449
Average clusters visible: 133
Building PAS...
Average clusters audible: 322
visdatasize:410627 compressed from 3302352
writing c:\program files (x86)\steam\steamapps\xpelargos\sourcesdk_content\tf\mapsrc\jump_hobo2_edit.bsp
2 minutes, 7 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\xpelargos\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\xpelargos\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\xpelargos\sourcesdk_content\tf\mapsrc\jump_hobo2_edit"

Valve Software - vrad.exe SSE (Apr 28 2010)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\xpelargos\sourcesdk_content\tf\mapsrc\jump_hobo2_edit.bsp
Setting up ray-trace acceleration structure... Done (4.32 seconds)
19994 faces
8101315 square feet [1166589440.00 square inches]
359 Displacements
640695 Square Feet [92260208.00 Square Inches]
19994 patches before subdivision
zero area child patch
412312 patches after subdivision
sun extent from map=0.000000
sun extent from map=0.000000
sun extent from map=0.000000
sun extent from map=0.000000
sun extent from map=0.000000
sun extent from map=0.000000
311 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (140)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (72)
transfers 50467670, max 764
transfer lists: 385.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #1 added RGB(1067752, 733504, 585200)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(235886, 139061, 107850)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(58860, 29504, 22468)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #4 added RGB(16027, 7111, 5419)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(4566, 1790, 1396)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #6 added RGB(1376, 486, 411)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(438, 138, 139)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(151, 42, 59)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #9 added RGB(56, 14, 29)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(23, 5, 18)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(10, 2, 12)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(5, 1, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(2, 0, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #14 added RGB(1, 0, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #15 added RGB(1, 0, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #16 added RGB(0, 0, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #17 added RGB(0, 0, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #18 added RGB(0, 0, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #19 added RGB(0, 0, 1)
Build Patch/Sample Hash Table(s).....Done<0.3478 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (39)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
13 of 13 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (113)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 581/1024 27888/49152 (56.7%)
brushes 3724/8192 44688/98304 (45.5%)
brushsides 31526/65536 252208/524288 (48.1%)
planes 24822/65536 496440/1310720 (37.9%)
vertexes 30584/65536 367008/786432 (46.7%)
nodes 12391/65536 396512/2097152 (18.9%)
texinfos 5313/12288 382536/884736 (43.2%)
texdata 288/2048 9216/65536 (14.1%)
dispinfos 359/0 63184/0 ( 0.0%)
disp_verts 13455/0 269100/0 ( 0.0%)
disp_tris 19168/0 38336/0 ( 0.0%)
disp_lmsamples 1541676/0 1541676/0 ( 0.0%)
faces 19994/65536 1119664/3670016 (30.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 11098/65536 621488/3670016 (16.9%)
leaves 12973/65536 415136/2097152 (19.8%)
leaffaces 22661/65536 45322/131072 (34.6%)
leafbrushes 8200/65536 16400/131072 (12.5%)
areas 7/256 56/2048 ( 2.7%)
surfedges 136027/512000 544108/2048000 (26.6%)
edges 78558/256000 314232/1024000 (30.7%)
LDR worldlights 306/8192 26928/720896 ( 3.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 7/32768 84/393216 ( 0.0%)
waterstrips 1342/32768 13420/327680 ( 4.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 23091/65536 46182/131072 (35.2%)
cubemapsamples 32/1024 512/16384 ( 3.1%)
overlays 84/512 29568/180224 (16.4%)
LDR lightdata [variable] 27820356/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 410627/16777216 ( 2.4%)
entdata [variable] 411112/393216 (104.6%) VERY FULL!
LDR ambient table 12973/65536 51892/262144 (19.8%)
HDR ambient table 12973/65536 51892/262144 (19.8%)
LDR leaf ambient 40770/65536 1141560/1835008 (62.2%)
HDR leaf ambient 12973/65536 363244/1835008 (19.8%)
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] 1/186520 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/22948 ( 0.0%)
pakfile [variable] 3563067/0 ( 0.0%)
physics [variable] 1552892/4194304 (37.0%)
physics terrain [variable] 72439/1048576 ( 6.9%)

Level flags = 0

Total triangle count: 51176
Writing c:\program files (x86)\steam\steamapps\xpelargos\sourcesdk_content\tf\mapsrc\jump_hobo2_edit.bsp
6 minutes, 41 seconds elapsed
-2.337347 -1.299201 0.000000
-2.337347 -1.278825 0.000000
2.063540 1.299201 0.000000
-2.337347 1.299201 0.000000
make_triangles:calc_triangle_representation: Cannot convert


** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\xpelargos\sourcesdk_content\tf\mapsrc\jump_hobo2_edit.bsp" "c:\program files (x86)\steam\steamapps\xpelargos\team fortress 2\tf\maps\jump_hobo2_edit.bsp"
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
You can ignore this error anyway, if you want to. It takes a lot of time to resolve this error and as an error it isn't actually intrusive unless it gives you the memory error that wont allow your map to fully compile. So going after this error is largely a waste of time unless a) it prevents your bsp being created or B) you're releasing a late beta/rc map and the error is causing significant gameplay issues.

Usually this error is related to other errors (such as leaks in general or displacements bugs such as too many vertices/vertex density, accidently converted a displacement to an entity such as func_detail), and finding those and fixing them will result in this error miraculously disappearing.

Are all your visgroups on when you check this?

It can be model or displacement related which means the origin of the offending item would not necasserily be at the location of the object.
 
Last edited:

XPelargos

L1: Registered
Dec 22, 2008
12
0
I compiled with everything set to normal. Does that mean my visgroups are on?

The error when I run the map in TF2 is model related.


SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/wooden_barrier01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/rock006b.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_y_joint_arc_90.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_arc_90degree_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_128.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_y_joint_s_curve_96.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_s_curve_96_mirrored.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/rock006b.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/track_straight_256.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_hydro/cap_point_arrow.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_2fort/groundlight003.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_2fort/groundlight003.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_2fort/groundlight003.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_2fort/groundlight003.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_vehicles/train_rockets.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_hydro/cap_point_arrow.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_hydro/cap_point_arrow.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_2fort/groundlight003.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_2fort/groundlight003.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_2fort/groundlight003.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_2fort/groundlight003.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_2fort/groundlight003.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_2fort/groundlight003.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_spytech/rocket001.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_hydro/cap_point_arrow.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_hydro/cap_point_arrow.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/bramble001a.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/bramble001a.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/deadtree01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/deadtree01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/bramble001a.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/dustbowl_roof02.mdl)
Executing listen server config file
Warning: Table modelprecache is full, can't add models/buildables/sapper_sentry2.mdl
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
You can ignore those too, (although i like to fix that as this spams players consoles when loading the map).

You can fix that by turning the prop model(s) collision to "no collision" rather than "vphysics" (which is default).

If you don't know what visgroups are, then they're probably all on (It's one of the panels on the right of the hammer windows).
 
Last edited:
Feb 14, 2008
1,051
931
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/wooden_barrier01.mdl)

These are not a problem, it's just a warning that a few models which don't have collision meshes have collisions set to solid, which doesn't cause a problems as far as I know.
 

XPelargos

L1: Registered
Dec 22, 2008
12
0
Well the map won't load, so there's a problem SOMEWHERE. :D

Thanks for the quick replies, I'll keep fooling around

EDIT: Visgroups are on
 

XPelargos

L1: Registered
Dec 22, 2008
12
0
entdata is not limited at 100%
So don't let that one trouble you, atleast.

I've tried so many other solutions, I'd just like to try and get that under 100%

Any thoughts on what could be making the entdata exceed 100%?
 
Last edited: