- Oct 1, 2012
- 89
- 8
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:
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:
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"
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: