Hammer waged a war on a mapper?! (Man gets violently assaulted by a map making program)

Discussion in 'Mapping Questions & Discussion' started by Smiley the Smile, Oct 14, 2017.

  1. Smiley the Smile

    Smiley the Smile L2: Junior Member

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    So there I was,making Hell,as one does,and then this weird thing happened.
    Midway through the BuldVis part of the compilation this line appeared: "Out of memory or address space. Texture quality setting may be too high." The compile process stopped and none of the lights were rendered.

    After trying to figure out the solution by myself for hours, I eventually decided to give in to the temptation of asking other people for help.
    So...does anyone know the solution to this problem?
     
    Last edited: Oct 14, 2017
  2. The ProfesSIR

    The ProfesSIR L1: Registered

    Messages:
    4
    Positive Ratings:
    1
    Exactly what the error message said. You had too much going on at one time, you should try closing all programs before compiling your map. This actually happens with TF2 too, if you have too much going on at once.
     
    • Agree Agree x 1
  3. Smiley the Smile

    Smiley the Smile L2: Junior Member

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    The thing is,I actually tried that.(I tried pretty much everything)
    The compiling process goes well with other maps.
    It even works with this particular map if I remove that Hell area I added today.
    I then pasted the Hell area into a blank map and the same error occurred.
    I don't think that's the solution.
    Also the compiler always crashes at the same point.
     
  4. Muddy

    Server Staff Muddy Muddy

    Messages:
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    4,167
    Can you compile the whole map (or attempt to) and post the compile log here please? Any compile issues should show up there.
     
  5. Smiley the Smile

    Smiley the Smile L2: Junior Member

    Messages:
    85
    Positive Ratings:
    25
    Here:
    Starting a 'Fast' compile.
    Starting compilation of pl_upward_event
    Valve Software - vbsp.exe (Jun 14 2017)
    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\tf\maps\pl_upward_event.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/pl_upward_event/nature/blendcobblestone_underworld001_wvt_patch
    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)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_upward_event.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_frankenstorm_02 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_frankenstorm_02 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_frankenstorm_02 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_frankenstorm_02 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...

    qhull precision error: Only 4 facets remain. Can not merge another
    pair. The convexity constraints may be too strong. Reduce the
    magnitude of 'Cn' or increase the magnitude of 'An'. For example,
    try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'.

    qhull precision error: Only 4 facets remain. Can not merge another
    pair. The convexity constraints may be too strong. Reduce the
    magnitude of 'Cn' or increase the magnitude of 'An'. For example,
    try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'.
    done (0) (4398 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 527 texinfos to 69
    Reduced 10 texdatas to 9 (270 bytes to 201)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_upward_event.bsp
    Wrote ZIP buffer, estimated size 571, actual size 491
    16 seconds elapsed
    -74.828400 155.828995 0.000000
    -74.828400 193.039993 0.000000
    -74.828400 178.155594 0.000000
    -74.066399 178.155594 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
    -0.050800 -1.690353 0.000000
    0.101600 -1.690353 0.000000
    -0.101600 -1.690353 0.000000
    -0.101600 -1.370356 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
    Valve Software - vvis.exe (Jun 14 2017)
    fastvis = true
    nosort = true
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pl_upward_event.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pl_upward_event.prt
    325 portalclusters
    612 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Optimized: 0 visible clusters (0.00%)
    Total clusters visible: 105625
    Average clusters visible: 325
    Building PAS...
    Average clusters audible: 325
    visdatasize:29254 compressed from 31200
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pl_upward_event.bsp
    0 seconds elapsed
    Valve Software - vrad.exe SSE (Jun 14 2017)

    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\tf\maps\pl_upward_event.bsp
    Loaded alpha texture materials\models\props_foliage\deadtree01.vtf
    Patch Sample Radius Clamped!
    Setting up ray-trace acceleration structure... Done (2.84 seconds)
    7857 faces
    8204341 square feet [1181425152.00 square inches]
    133 Displacements
    1049601 Square Feet [151142640.00 Square Inches]
    7857 patches before subdivision
    658739 patches after subdivision
    0 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (6)
    BuildVisLeafs: 0...1...2...3..Out of memory or address space. Texture quality setting may be too high.

    'Fast' compile finished in 00:04:58
    6 errors/warnings logged:
    6 errors/warnings logged for pl_upward_event:
    ● 2x: Caution: Can't load skybox file [sub:1] to build the default cubemap!
    ● 1x: Info: Found a displacement edge abutting multiple other edges
    ● 2x: Warning: make_triangles:calc_triangle_representation: Cannot convert
    ● 1x: Info: fastvis = true

    PS: I used Compile Pal.
     
  6. Crash

    aa Crash func_nerd

    Messages:
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    4,562
    Here's your problem

    This thread seems to have some good info on this rare issue. Freyja explains what she found on it in there.
     
  7. Smiley the Smile

    Smiley the Smile L2: Junior Member

    Messages:
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    Positive Ratings:
    25
    I fixed the qhull error by removing some weird displacements,but that memory error still wasn't fixed.
     
  8. Crash

    aa Crash func_nerd

    Messages:
    3,074
    Positive Ratings:
    4,562
  9. Smiley the Smile

    Smiley the Smile L2: Junior Member

    Messages:
    85
    Positive Ratings:
    25
    Starting a 'Fast' compile.
    Starting compilation of pl_upward_event
    Valve Software - vbsp.exe (Jun 14 2017)
    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\tf\maps\pl_upward_event.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/pl_upward_event/koth_viaduct_event/blendgrasstodirt_viaduct001_nosprites_wvt_patch
    Patching WVT material: maps/pl_upward_event/cp_mountainlab/nature/groundtograss001_nodetail_wvt_patch
    Patching WVT material: maps/pl_upward_event/coalmines/blendgroundtograss_coalmines_wvt_patch
    Patching WVT material: maps/pl_upward_event/nature/blendcobblestone_underworld001_wvt_patch
    Patching WVT material: maps/pl_upward_event/pl_barnblitz/blendsnowtodirt001_wvt_patch
    fixing up env_cubemap materials on brush sides...
    env_cubemap pointing at deleted brushside near (170, 4106, 585)
    env_cubemap pointing at deleted brushside near (170, 4106, 585)
    env_cubemap pointing at deleted brushside near (312, 5592, 541)
    env_cubemap pointing at deleted brushside near (312, 5592, 541)
    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 (1)
    Find Visible Detail Sides...
    Merged 1370 detail faces...done (2)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (2)
    writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_upward_event.prt...Building visibility clusters...
    done (1)
    *** Error: Skybox vtf files for skybox/sky_frankenstorm_02 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_frankenstorm_02 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_frankenstorm_02 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_frankenstorm_02 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 (7) (2305731 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 11318 texinfos to 5598
    Reduced 312 texdatas to 270 (11020 bytes to 9347)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_upward_event.bsp
    Wrote ZIP buffer, estimated size 56100, actual size 40878
    1 minute, 1 second elapsed
    -74.828400 155.828995 0.000000
    -74.828400 193.039993 0.000000
    -74.828400 178.155594 0.000000
    -74.066399 178.155594 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
    Valve Software - vvis.exe (Jun 14 2017)
    fastvis = true
    nosort = true
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pl_upward_event.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pl_upward_event.prt
    2676 portalclusters
    7367 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (5)
    Optimized: 253533 visible clusters (8.65%)
    Total clusters visible: 2931399
    Average clusters visible: 1095
    Building PAS...
    Average clusters audible: 1957
    visdatasize:1333971 compressed from 1798272
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pl_upward_event.bsp
    6 seconds elapsed
    Valve Software - vrad.exe SSE (Jun 14 2017)

    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\tf\maps\pl_upward_event.bsp
    Loaded alpha texture materials\models\props_foliage\shrub_03.vtf
    Loaded alpha texture materials\models\props_foliage\shrub_03_snow.vtf
    Error! Unable to load file "models/props_facemovie/boxes/cardboardbox_closed.dx80.vtx"
    Loaded alpha texture materials\models\props_foliage\shrub_01a.vtf
    Loaded alpha texture materials\models\props_foliage\bramble01a.vtf
    Error! Unable to load file "models/props_facemovie/beercrate001/beercrate001_stack001.dx80.vtx"
    Loaded alpha texture materials\models\props_foliage\deadtree01.vtf
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Setting up ray-trace acceleration structure... Done (25.14 seconds)
    33129 faces
    30 degenerate faces
    19166600 square feet [2759990272.00 square inches]
    681 Displacements
    1452564 Square Feet [209169232.00 Square Inches]
    33099 patches before subdivision
    879777 patches after subdivision
    light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
    sun extent from map=0.087156
    light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000
    468 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (531)
    BuildVisLeafs: 0...1...2...3...4...5...6..Out of memory or address space. Texture quality setting may be too high.

    CompilePal - Cubemap Generator
    Detecting HDR levels...
    Map requires one set of cubemaps
    Compiling cubemaps...
    Compile forcefully ended.
    'Fast' compile finished in 00:15:44
    Something broke:
    System.Threading.ThreadAbortException: Поток находился в процессе прерывания.
    в System.Threading.WaitHandle.WaitOneNative(SafeHandle waitableSafeHandle, UInt32 millisecondsTimeout, Boolean hasThreadAffinity, Boolean exitContext)
    в System.Threading.WaitHandle.InternalWaitOne(SafeHandle waitableSafeHandle, Int64 millisecondsTimeout, Boolean hasThreadAffinity, Boolean exitContext)
    в System.Threading.WaitHandle.WaitOne(Int32 millisecondsTimeout, Boolean exitContext)
    в System.Diagnostics.Process.WaitForExit(Int32 milliseconds)
    в System.Diagnostics.Process.WaitForExit()
    в CompilePalX.Compilers.CubemapProcess.RunCubemaps(String gameEXE, String args)
    в CompilePalX.Compilers.CubemapProcess.Run(CompileContext context)

    PS: I stopped the compile after the message appeared,since after that Compile Pal started making cubemaps.
     
  10. Sor

    Sor L2: Junior Member

    Messages:
    75
    Positive Ratings:
    7
    The compile told you what the problem is 30 times.
     
    • Respectfully Disagree Respectfully Disagree x 1
  11. LadyRaee

    LadyRaee CHEERFULLY SUICIDAL

    Messages:
    201
    Positive Ratings:
    194
    This may be a problem?
    Also, maybe try throttling RAD to 2 cores. Since RAD becomes terribly ineffective the more cores there are.
     
  12. Smiley the Smile

    Smiley the Smile L2: Junior Member

    Messages:
    85
    Positive Ratings:
    25
    If you're talking about the "light has _fifty_percent_distance of 256.000000 but _zero_percent_distance of 0.000000" lines,then...no.
    That's not relevant to my problem and it isn't even an error.
     
  13. LadyRaee

    LadyRaee CHEERFULLY SUICIDAL

    Messages:
    201
    Positive Ratings:
    194
    Also, pleaseee put compile logs in spoilers
     
  14. Smiley the Smile

    Smiley the Smile L2: Junior Member

    Messages:
    85
    Positive Ratings:
    25
    Those things aren't a problem,they appeared in the previous versions of my map and didn't cause any problems.
    I will fix them,but I doubt that it'll do anything.
     
  15. Smiley the Smile

    Smiley the Smile L2: Junior Member

    Messages:
    85
    Positive Ratings:
    25
    Yep,it didn't work.
     
  16. Lampenpam

    aa Lampenpam

    Messages:
    994
    Positive Ratings:
    329
    this here is likely the problem.
    This fricking error can have different weird causes. Go to the coordinates and see what's at this spot. Some weird brush perhaps? A prop? This error can be caused by some random displacement, brush or prop .To me it always happens when I place a certain offical (!) crane or train prop in my map, it just kills my compile.
    Try to delete/hide a few suspicous things in the area and see if you still get the error when you compile. Sometimes the coordinates don't even make sense, and you have to hunt down the error by compiling parts of your map with :cordonedit::cordonenable: and see where the error occurs.
     
  17. Smiley the Smile

    Smiley the Smile L2: Junior Member

    Messages:
    85
    Positive Ratings:
    25
    Those coordinates lead to the void and there's nothing there.
     
  18. Lampenpam

    aa Lampenpam

    Messages:
    994
    Positive Ratings:
    329
    Like I said ,then you have to use the cordon tool to find the error. The coordinates of this error often dont make sense to me either.
     
  19. Smiley the Smile

    Smiley the Smile L2: Junior Member

    Messages:
    85
    Positive Ratings:
    25
    Huh,the error just fixed itself I guess.Maybe it's because i split a very large flat displacement into several displacements,maybe because Windows updated itself,I don't know.
    But now the map causes another error.
    Starting a 'Fast' compile.
    Starting compilation of pl_upward_event
    Valve Software - vbsp.exe (Jun 14 2017)
    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\tf\maps\pl_upward_event.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/pl_upward_event/koth_viaduct_event/blendgrasstodirt_viaduct001_nosprites_wvt_patch
    Patching WVT material: maps/pl_upward_event/cp_mountainlab/nature/groundtograss001_nodetail_wvt_patch
    Patching WVT material: maps/pl_upward_event/coalmines/blendgroundtograss_coalmines_wvt_patch
    Patching WVT material: maps/pl_upward_event/nature/blendcobblestone_underworld001_wvt_patch
    Patching WVT material: maps/pl_upward_event/pl_barnblitz/blendsnowtodirt001_wvt_patch
    fixing up env_cubemap materials on brush sides...
    env_cubemap pointing at deleted brushside near (170, 4106, 585)
    env_cubemap pointing at deleted brushside near (170, 4106, 585)
    env_cubemap pointing at deleted brushside near (312, 5592, 541)
    env_cubemap pointing at deleted brushside near (312, 5592, 541)
    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 (1)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (1)
    Find Visible Detail Sides...
    Merged 1370 detail faces...done (1)
    Merging details...done (1)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (2)
    writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_upward_event.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_frankenstorm_02 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_frankenstorm_02 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_frankenstorm_02 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_frankenstorm_02 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 (7) (2305731 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 11318 texinfos to 5597
    Reduced 312 texdatas to 270 (11020 bytes to 9347)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_upward_event.bsp
    Wrote ZIP buffer, estimated size 56100, actual size 40878
    1 minute, 17 seconds elapsed
    -74.828400 155.828995 0.000000
    -74.828400 193.039993 0.000000
    -74.828400 178.155594 0.000000
    -74.066399 178.155594 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
    Valve Software - vvis.exe (Jun 14 2017)
    fastvis = true
    nosort = true
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pl_upward_event.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pl_upward_event.prt
    2676 portalclusters
    7367 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (5)
    Optimized: 253533 visible clusters (8.65%)
    Total clusters visible: 2931399
    Average clusters visible: 1095
    Building PAS...
    Average clusters audible: 1957
    visdatasize:1333971 compressed from 1798272
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pl_upward_event.bsp
    6 seconds elapsed
    Valve Software - vrad.exe SSE (Jun 14 2017)

    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\tf\maps\pl_upward_event.bsp
    Error! Unable to load file "models/props_facemovie/boxes/cardboardbox_closed.dx80.vtx"
    Loaded alpha texture materials\models\props_foliage\shrub_01a.vtf
    Loaded alpha texture materials\models\props_foliage\bramble01a.vtf
    Error! Unable to load file "models/props_facemovie/beercrate001/beercrate001_stack001.dx80.vtx"
    Loaded alpha texture materials\models\props_foliage\deadtree01.vtf
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Patch Sample Radius Clamped!
    Setting up ray-trace acceleration structure... Done (25.50 seconds)
    25408 faces
    30 degenerate faces
    10962470 square feet [1578595712.00 square inches]
    684 Displacements
    1448925 Square Feet [208645216.00 Square Inches]
    25378 patches before subdivision
    240518 patches after subdivision
    sun extent from map=0.087156
    469 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (369)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (201)
    transfers 20476858, max 1078
    transfer lists: 156.2 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(425912, 271893, 150660)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(74851, 36886, 17846)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(19487, 7143, 3029)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #4 added RGB(5956, 1566, 581)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #5 added RGB(2112, 391, 124)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(792, 102, 27)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #7 added RGB(317, 29, 6)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #8 added RGB(130, 8, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #9 added RGB(55, 2, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(23, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #11 added RGB(10, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #12 added RGB(4, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #13 added RGB(2, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #14 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.2846 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (52)
    FinalLightFace 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.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (151)
    Writing leaf ambient...done
    Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (342)

    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 112/1024 5376/49152 (10.9%)
    brushes 6175/8192 74100/98304 (75.4%)
    brushsides 47734/65536 381872/524288 (72.8%)
    planes 30048/65536 600960/1310720 (45.8%)
    vertexes 43808/65536 525696/786432 (66.8%)
    nodes 15073/65536 482336/2097152 (23.0%)
    texinfos 5597/12288 402984/884736 (45.5%)
    texdata 270/2048 8640/65536 (13.2%)
    dispinfos 684/0 120384/0 ( 0.0%)
    disp_verts 23316/0 466320/0 ( 0.0%)
    disp_tris 32544/0 65088/0 ( 0.0%)
    disp_lmsamples 2640564/0 2640564/0 ( 0.0%)
    faces 25408/65536 1422848/3670016 (38.8%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 18895/65536 1058120/3670016 (28.8%)
    leaves 15186/65536 485952/2097152 (23.2%)
    leaffaces 32722/65536 65444/131072 (49.9%)
    leafbrushes 18926/65536 37852/131072 (28.9%)
    areas 34/256 272/2048 (13.3%)
    surfedges 200441/512000 801764/2048000 (39.1%)
    edges 122624/256000 490496/1024000 (47.9%)
    LDR worldlights 469/8192 41272/720896 ( 5.7%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 1953/32768 19530/327680 ( 6.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 42429/65536 84858/131072 (64.7%)
    cubemapsamples 203/1024 3248/16384 (19.8%)
    overlays 152/512 53504/180224 (29.7%)
    LDR lightdata [variable] 17507964/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 1333971/16777216 ( 8.0%)
    entdata [variable] 356037/393216 (90.5%) VERY FULL!
    LDR ambient table 15186/65536 60744/262144 (23.2%)
    HDR ambient table 15186/65536 60744/262144 (23.2%)
    LDR leaf ambient 38546/65536 1079288/1835008 (58.8%)
    HDR leaf ambient 15186/65536 425208/1835008 (23.2%)
    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] 1/1118100 ( 0.0%)
    dtl prp lght [variable] 1/3959 ( 0.0%)
    HDR dtl prp lght [variable] 1/4 (25.0%)
    static props [variable] 1/192154 ( 0.0%)
    pakfile [variable] 9231880/0 ( 0.0%)
    physics [variable] 2305731/4194304 (55.0%)
    physics terrain [variable] 138580/1048576 (13.2%)

    Level flags = 1

    Total triangle count: 74248
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\pl_upward_event.bsp
    19 minutes, 55 seconds elapsed
    The map compile is finished correctly,but the game crashes when it loads the map.
    I suppose that it's because i have too many props on my map.
    What do you think?
     
  20. Lampenpam

    aa Lampenpam

    Messages:
    994
    Positive Ratings:
    329
    Try not to compile with -fast. Your vvis compiles in just 6 seconds anyway.

    Also the errors in the log persist and look worrying.