Help! Engine Hunk OverFlow Issue

Discussion in 'Mapping Questions & Discussion' started by CyanideNoodles, Jul 23, 2015.

  1. CyanideNoodles

    CyanideNoodles L2: Junior Member

    Messages:
    70
    Positive Ratings:
    6
    Hi guys I'm having a very frustrating problem with my map. I'm about 80% done with my map and I'm suddenly getting a engine hunk overflow issue so I can't test my map in game at all, it'll crash as soon as I load the map. This happened after I skyboxed a very small very plain area. (There was maybe 20 pieces of geometry in there because it was brand new) Now I was just doing block skyboxes for some of my more complex shaped areas because It was getting confusing for me since I tend to get distracted when doing repetitive things.

    After adding this small bland area, this overflow error appeared. I googled and immediately I saw people saying make your displacements into powers of 3 if they are 2's. So I did that. I did ALL of them that I accidentally had as 2's into 3's. That didn't work. I would try even hiding the new area to load my map from before and that's not working.

    Second thing of advice: Have the skyboxes fit the area. My skyboxes that were just boxes I decided to hug the map extremely close. (Edges are displacements so I can't have them right on) I tested that area with the new skybox in another new file for itself only just to make sure no leaks and everything worked, it did. Now the new area and my spawn area dont have fitted sky boxes. The spawn area has always been fine despite this. The new area is the issue. The new area I hid so I could compile with my new hugged skybox and all the others including the boxed skybox spawn area. Still an issue..EVEN with the skybox and the power changes. So now I have the new area hidden AND the ONLY other area with a not optimized skyboxed hidden. Compiled..nothing.

    Now if I compile my big areas with all my map doesn't work. If I hide those two big areas and leave the new area, still doesn't work. With big areas AND new area hidden, map works.

    I'm sorry if this is confusing but I've worked hours on trying to fix this now and I don't know what to tell you because I have never had this issue.


    HERE IS MY LOG:

    Code:
    ** Executing...
    ** Command: "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Backup Folders\Documents\Tf2 maps\Mapping\jungletemple\temp29test2.vmf"
    
    Valve Software - vbsp.exe (Jul  2 2015)
    8 threads
    materialPath: F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Backup Folders\Documents\Tf2 maps\Mapping\jungletemple\temp29test2.vmf
    Can't find surfaceprop stone for material EGYPT/FLAT_WALL_SKINNY_02, using default
    Can't find surfaceprop stone for material EGYPT/HYRO_BORDER_BUMP_NEW, using default
    Can't find surfaceprop stone for material EGYPT/FLAT_WALL_SKINNY_01, using default
    "koth_viaduct_event/blendrockgroundwallforest_viaduct_event002" - "materials/koth_viaduct_event/blendrockgroundwallforest_viaduct_event002.vtf": cached version doesn't exist
    "nature/blendgroundtograss001b" - "materials/nature/blendgroundtograss001b.vtf": cached version doesn't exist
    Patching WVT material: maps/temp29test2/jungle/blendrockwalltograss_jungle_wvt_patch
    Patching WVT material: maps/temp29test2/egypt/sand_floor_blend_03_wvt_patch
    Patching WVT material: maps/temp29test2/egypt/sand_grass_blend_02_wvt_patch
    Patching WVT material: maps/temp29test2/maritime/nature/blendgroundtodirt_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (11733.4 6400.8 8334.9)
    Leaf 0 contents: 
    Leaf 1 contents: CONTENTS_SOLID 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: Brush 460779: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (11741.6 6392.5 8334.9)
    Leaf 0 contents: 
    Leaf 1 contents: CONTENTS_SOLID 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: Brush 460779: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (11728.5 6405.0 8334.9)
    Leaf 0 contents: 
    Leaf 1 contents: CONTENTS_SOLID 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: Brush 460779: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-6704.7 170.1 3695.8)
    Leaf 0 contents: 
    Leaf 1 contents: CONTENTS_SOLID 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: Brush 630137: 
    
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (11733.4 6400.8 8334.9)
    Leaf 0 contents: 
    Leaf 1 contents: CONTENTS_SOLID 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: Brush 460779: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (11623.0 6284.4 8322.4)
    Leaf 0 contents: CONTENTS_SOLID 
    Leaf 1 contents: 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: Brush 460775: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (11631.4 6276.5 8322.4)
    Leaf 0 contents: CONTENTS_SOLID 
    Leaf 1 contents: 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: Brush 460775: 
    
    
    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (11619.4 6287.8 8322.4)
    Leaf 0 contents: CONTENTS_SOLID 
    Leaf 1 contents: 
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
    Candidate brush IDs: Brush 460775: 
    
    *** Suppressing further FindPortalSide errors.... ***
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 12 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing C:\Backup Folders\Documents\Tf2 maps\Mapping\jungletemple\temp29test2.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_well_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_well_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_well_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_well_01 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'.
    
    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 (1) (665723 bytes)
    Error! To use model "models/bots/heavy/bot_heavy.mdl"
          with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/bots/heavy/bot_heavy.mdl"!
    Error! To use model "models/player/heavy.mdl"
          with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/player/heavy.mdl"!
    Error! To use model "models/player/charizard_stone/charizard_stone1.mdl"
          with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/player/charizard_stone/charizard_stone1.mdl"!
    Error! To use model "models/props_temple/charizardx.mdl"
          with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/props_temple/charizardx.mdl"!
    Error! To use model "models/props_temple/chest_medium.mdl"
          with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/props_temple/chest_medium.mdl"!
    Error! To use model "models/props_temple/pot2.mdl"
          with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/props_temple/pot2.mdl"!
    Error! To use model "models/items/medkit_small.mdl"
          with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/items/medkit_small.mdl"!
    Error! To use model "models/player/soldier.mdl"
          with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/player/soldier.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9..Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    .Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    Material JUNGLE/BLENDGROUNDTOGRASS_JUNGLE uses unknown detail object type tf_forest_grass!
    10
    Water found with no water_lod_control entity, creating a default one.
    Compacting texture/material tables...
    Reduced 5200 texinfos to 2433
    Reduced 37 texdatas to 26 (1186 bytes to 687)
    Writing C:\Backup Folders\Documents\Tf2 maps\Mapping\jungletemple\temp29test2.bsp
    5 seconds elapsed
    
    ** Executing...
    ** Command: "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -fast "C:\Backup Folders\Documents\Tf2 maps\Mapping\jungletemple\temp29test2"
    
    Valve Software - vvis.exe (Jul  2 2015)
    fastvis = true
    8 threads
    reading c:\backup folders\documents\tf2 maps\mapping\jungletemple\temp29test2.bsp
    reading c:\backup folders\documents\tf2 maps\mapping\jungletemple\temp29test2.prt
    4995 portalclusters
    17077 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (3)
    Optimized: 167187 visible clusters (5.55%)
    Total clusters visible: 3011511
    Average clusters visible: 602
    Building PAS...
    Average clusters audible: 729
    visdatasize:1079088  compressed from 6313680
    writing c:\backup folders\documents\tf2 maps\mapping\jungletemple\temp29test2.bsp
    4 seconds elapsed
    
    ** Executing...
    ** Command: "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters:  -game "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Backup Folders\Documents\Tf2 maps\Mapping\jungletemple\temp29test2"
    
    Valve Software - vrad.exe SSE (Jul  2 2015)
    
          Valve Radiosity Simulator     
    8 threads
    [Reading texlights from 'lights.rad']
    [39 texlights parsed from 'lights.rad']
    
    Loading c:\backup folders\documents\tf2 maps\mapping\jungletemple\temp29test2.bsp
    Setting up ray-trace acceleration structure... Done (3.12 seconds)
    11524 faces
    13 degenerate faces
    6161527 square feet [887259904.00 square inches]
    452 Displacements
    2911708 Square Feet [419286016.00 Square Inches]
    11511 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
    244875 patches after subdivision
    sun extent from map=0.000000
    218 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (19)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (23)
    transfers 25547390, max 999
    transfer lists: 194.9 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #1 added RGB(551084, 268859, 138384)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #2 added RGB(139680, 48710, 15902)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #3 added RGB(42295, 10894, 2277)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #4 added RGB(14066, 2733, 366)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #5 added RGB(4760, 704, 61)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #6 added RGB(1650, 187, 10)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #7 added RGB(574, 50, 2)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #8 added RGB(201, 14, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #9 added RGB(71, 4, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #10 added RGB(25, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #11 added RGB(9, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #12 added RGB(3, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #13 added RGB(1, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #14 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0956 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (10)
    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                  10/1024          480/49152    ( 1.0%) 
    brushes               1643/8192        19716/98304    (20.1%) 
    brushsides           20430/65536      163440/524288   (31.2%) 
    planes               29234/65536      584680/1310720  (44.6%) 
    vertexes             21654/65536      259848/786432   (33.0%) 
    nodes                 9252/65536      296064/2097152  (14.1%) 
    texinfos              2433/12288      175176/884736   (19.8%) 
    texdata                 26/2048          832/65536    ( 1.3%) 
    dispinfos              452/0           79552/0        ( 0.0%) 
    disp_verts           36220/0          724400/0        ( 0.0%) 
    disp_tris            57184/0          114368/0        ( 0.0%) 
    disp_lmsamples     1941288/0         1941288/0        ( 0.0%) 
    faces                11524/65536      645344/3670016  (17.6%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces             5179/65536      290024/3670016  ( 7.9%) 
    leaves                9263/65536      296416/2097152  (14.1%) 
    leaffaces            13650/65536       27300/131072   (20.8%) 
    leafbrushes           6814/65536       13628/131072   (10.4%) 
    areas                   13/256           104/2048     ( 5.1%) 
    surfedges            75992/512000     303968/2048000  (14.8%) 
    edges                44337/256000     177348/1024000  (17.3%) 
    LDR worldlights        218/8192        19184/720896   ( 2.7%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            2/32768          24/393216   ( 0.0%) 
    waterstrips            991/32768        9910/327680   ( 3.0%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices         15996/65536       31992/131072   (24.4%) 
    cubemapsamples           0/1024            0/16384    ( 0.0%) 
    overlays                 0/512             0/180224   ( 0.0%) 
    LDR lightdata         [variable]    41251660/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]     1079088/16777216 ( 6.4%) 
    entdata               [variable]      193436/393216   (49.2%) 
    LDR ambient table     9263/65536       37052/262144   (14.1%) 
    HDR ambient table     9263/65536       37052/262144   (14.1%) 
    LDR leaf ambient     47614/65536     1333192/1835008  (72.7%) 
    HDR leaf ambient      9263/65536      259364/1835008  (14.1%) 
    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]           1/36832    ( 0.0%) 
    pakfile               [variable]        2110/0        ( 0.0%) 
    physics               [variable]      665723/4194304  (15.9%) 
    physics terrain       [variable]      144232/1048576  (13.8%) 
    
    Level flags = 0
    
    Total triangle count: 31620
    Writing c:\backup folders\documents\tf2 maps\mapping\jungletemple\temp29test2.bsp
    1 minute, 12 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Backup Folders\Documents\Tf2 maps\Mapping\jungletemple\temp29test2.bsp" "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\temp29test2.bsp"
    
    
    Load pointfile turns up as nothing

    I've ran the log via interlopers and it's the same issues I get in all my maps. Please ignore them.

    findportalside: couldn't find a good match for which brush to assign to a portal near (11733.4 6400.8 8334.9) I had this a bunch of map versions back and was not an issue...if it is the issue I'd be surprised as how it is SUDDENLY causing problems.


    Please help, I am desperate here. :bored:
     
    Last edited by a moderator: Jul 23, 2015
  2. Zed

    aa Zed Certified Most Crunk™

    Messages:
    1,253
    Positive Ratings:
    1,016
    Paste your compile log here.
     
  3. CyanideNoodles

    CyanideNoodles L2: Junior Member

    Messages:
    70
    Positive Ratings:
    6
    Wait what? I said I already ran it through interlopers...
     
  4. Muddy

    aa Muddy Muddy

    Messages:
    2,396
    Positive Ratings:
    4,249
    This is confusing to me, because I thought that Power 2 displacements were easier on the engine than Power 3 ones, not harder.

    Anyway, the PortalSide issue seems to be related to one brush in particular. Does Alt P bring anything up related to invalid solids? (Or, hell, anything at all?)
     
  5. CyanideNoodles

    CyanideNoodles L2: Junior Member

    Messages:
    70
    Positive Ratings:
    6
    Yea sorry about the power thing, I got it backwards. So ignore that I already went back to my map with displacements at 2.


    check for problems leads me to no issues at all.
     
    Last edited: Jul 24, 2015
  6. killohurtz

    aa killohurtz Distinction in Applied Carving

    Messages:
    1,018
    Positive Ratings:
    1,181
    You say you ran it through interlopers, but the large number of errors it found didn't strike you as odd? There are several that you can ignore since they won't affect the functionality of your map, but the FindPortalSide error should definitely be fixed. Read what interlopers has to say about it - use the brush number or coordinates it gives you to find the affected brush and see if there's anything out of the ordinary.
     
    Last edited: Jul 24, 2015
  7. CyanideNoodles

    CyanideNoodles L2: Junior Member

    Messages:
    70
    Positive Ratings:
    6
    I've had that error way before the map started doing this which is why I don't think it's the problem. I was going to check as soon as I ruled out changing the lightmaps and everything.


    I fixed the portal side issue and it's not the problem. Still getting the hunk error.
     
    Last edited: Jul 24, 2015
  8. CyanideNoodles

    CyanideNoodles L2: Junior Member

    Messages:
    70
    Positive Ratings:
    6
    Okay so I changed my two large areas to have a lightmap of 64 and hid that new area. My map is working again. I tried adding a small area I started working on before all this its like 20 blocks and has a skybox thats right on it hugging it perfectly. Map gets the hunk error. I don't get it. I've had larger maps before and all my data's are so tiny with the exception of the LDR leaf ambient 55995/65536 1567860/1835008 (85.4%) VERY FULL!. What can I do here? I think I'll try higher lightmaps but I'm worried about it making my map outdoor areas look terrible.

    Does anyone want to see my map? I'm more then willing to throw some keys your way if you can fix this. I am so desperate here...
     
    Last edited: Jul 24, 2015
  9. Tumbolisu

    aa Tumbolisu  I ⌄ I 

    Messages:
    960
    Positive Ratings:
    949
    You can only have one light_environment in your level. Any additional ones will be ignored.

    If i remember right hunk overflow is just too much lightmap data for the engine to possibly handle. If I'm right you have to set the lightmaps to higher numbers. Just select the whole map and change it to 64. If that fixes the issue, go down where it has to be more accurate. Big faces that will have the same lighting on all spots should have a very high number.
     
    • Thanks Thanks x 1
  10. CyanideNoodles

    CyanideNoodles L2: Junior Member

    Messages:
    70
    Positive Ratings:
    6
    so far so good thank you so much
     
  11. CyanideNoodles

    CyanideNoodles L2: Junior Member

    Messages:
    70
    Positive Ratings:
    6
    Do you guys know what other things I can do to make this hunk issue not a thing ? When I added another new very small area I got it again so I made sure everything was lightmapped to 64. The only thing high is my LDR data and I need to make sure I have room for a boss fight. What other things can I do to lessen the chance of this happening? Nodraws are already placed.
     
  12. Pocket

    aa Pocket func_croc

    Messages:
    4,489
    Positive Ratings:
    2,377
    I don't remember what error is caused by this, but do you perchance have a very large brush somewhere that's touching a lot of other brushes? Say, a single brush that makes up most if not all of the ground? (A nodraw under a mesh of displacements counts if the bottoms of the buildings directly touch it.)
     
  13. CyanideNoodles

    CyanideNoodles L2: Junior Member

    Messages:
    70
    Positive Ratings:
    6
    I have a lot of displacements that touch eachother, but no can't say that I have an abnormally large brush. It's weird because my map percentages are all pretty low yet im still getting the issue when I add stuff. I've started changing lightmaps to my enclosed rooms with skyboxes so hopefully this will be enough to fit my map...
     
  14. CyanideNoodles

    CyanideNoodles L2: Junior Member

    Messages:
    70
    Positive Ratings:
    6
    I'm also having this weird glitch where if I hide parts of the map to load only one area and then I test the map and it didn't hide those things. This goes in reverse too. I just unhid everything yet its still acting like they are hiding things. Usually changing the map name fixes this but its stupidly annoying..
     
  15. Lampenpam

    aa Lampenpam

    Messages:
    1,019
    Positive Ratings:
    341
    do you ahve radius culling enabled? Its the button with the R in the red circle at the top somewhere. Disable it, it kills your 3d view FPS and your compile
    There is pretty much no reason to enable it
     
  16. CyanideNoodles

    CyanideNoodles L2: Junior Member

    Messages:
    70
    Positive Ratings:
    6
    Nope I don't have it on. I don't have anything on that'd keep other stuff from loading except for when I hide stuff. The only way to fix it is to change my map name. It gets really annoying.
     
  17. henke37

    aa henke37

    Messages:
    1,954
    Positive Ratings:
    465
    Have you validated your cache? Those material property errors look like corrupted files.
     
  18. Kill_the_Bug

    aa Kill_the_Bug

    Messages:
    1,503
    Positive Ratings:
    322
    stop watching the bachelorette while mapping
     
  19. CyanideNoodles

    CyanideNoodles L2: Junior Member

    Messages:
    70
    Positive Ratings:
    6
    Haha. You realize I'm Ramen right? We have eachother added on steam

    I validated recently, steam pipe absolutely destroyed my hammer and I still don't even have some valve tf2 textures and models back. Oh well.

    anyways the hunk issue is fixed, honestly adding lightmaps on skyboxes to be in the 1000 ish area really helped.

    So everyone! Edit your lightmaps!