- Jun 12, 2009
- 6
- 0
I'm making a map that incorporates a steep hill, the map isn't very large, just narrow and tall. box like rectangle. The console tells me Host_EndGame: Map coordinate extents are too large!!
Check for errors!
Here is the Exec log
** Executing...
** Command: "c:\program files\valve\steam\steamapps\****\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\****\team fortress 2\tf" "C:\Program Files\Valve\Steam\SteamApps\****\sourcesdk_content\tf\mapsrc\****"
Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: c:\program files\valve\steam\steamapps\****\team fortress 2\tf\materials
Loading C:\Program Files\Valve\Steam\SteamApps\****\sourcesdk_content\tf\mapsrc\****.vmf
Brush 8323: bounds out of range
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\Valve\Steam\SteamApps\****\sourcesdk_content\tf\mapsrc\****.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_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_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (35253 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 51 texinfos to 35
Reduced 5 texdatas to 5 (140 bytes to 140)
Writing C:\Program Files\Valve\Steam\SteamApps\****\sourcesdk_content\tf\mapsrc\****.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files\valve\steam\steamapps\****\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\obitrev\team fortress 2\tf" "C:\Program Files\Valve\Steam\SteamApps\****\sourcesdk_content\tf\mapsrc\****"
Valve Software - vvis.exe (May 19 2009)
4 threads
reading c:\program files\valve\steam\steamapps\****\sourcesdk_content\tf\mapsrc\****.bsp
reading c:\program files\valve\steam\steamapps\****\sourcesdk_content\tf\mapsrc\****.prt
225 portalclusters
759 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (8)
Optimized: 269 visible clusters (0.00%)
Total clusters visible: 39954
Average clusters visible: 177
Building PAS...
Average clusters audible: 225
visdatasize:14872 compressed from 14400
writing c:\program files\valve\steam\steamapps\****\sourcesdk_content\tf\mapsrc\****.bsp
8 seconds elapsed
** Executing...
** Command: "c:\program files\valve\steam\steamapps\****\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\****\team fortress 2\tf" "C:\Program Files\Valve\Steam\SteamApps\****\sourcesdk_content\tf\mapsrc\****"
Valve Software - vrad.exe SSE (May 19 2009)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files\valve\steam\steamapps\****\sourcesdk_content\tf\mapsrc\****.bsp
Setting up ray-trace acceleration structure... Done (0.17 seconds)
537 faces
1 degenerate faces
276355 square feet [39795216.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
536 patches before subdivision
6172 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (4)
transfers 352990, max 303
transfer lists: 2.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0028 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (26)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 94/8192 1128/98304 ( 1.1%)
brushsides 767/65536 6136/524288 ( 1.2%)
planes 640/65536 12800/1310720 ( 1.0%)
vertexes 787/65536 9444/786432 ( 1.2%)
nodes 417/65536 13344/2097152 ( 0.6%)
texinfos 35/12288 2520/884736 ( 0.3%)
texdata 5/2048 160/65536 ( 0.2%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 537/65536 30072/3670016 ( 0.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 331/65536 18536/3670016 ( 0.5%)
leaves 419/65536 13408/2097152 ( 0.6%)
leaffaces 637/65536 1274/131072 ( 1.0%)
leafbrushes 196/65536 392/131072 ( 0.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 3991/512000 15964/2048000 ( 0.8%)
edges 2222/256000 8888/1024000 ( 0.9%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 40/32768 400/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 693/65536 1386/131072 ( 1.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 118548/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 14872/16777216 ( 0.1%)
entdata [variable] 347/393216 ( 0.1%)
LDR ambient table 419/65536 1676/262144 ( 0.6%)
HDR ambient table 419/65536 1676/262144 ( 0.6%)
LDR leaf ambient 225/65536 6300/1835008 ( 0.3%)
HDR leaf ambient 419/65536 11732/1835008 ( 0.6%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 105687/0 ( 0.0%)
physics [variable] 35253/4194304 ( 0.8%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 1535
Writing c:\program files\valve\steam\steamapps\****\sourcesdk_content\tf\mapsrc\****.bsp
34 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\****\sourcesdk_content\tf\mapsrc\****.bsp" "c:\program files\valve\steam\steamapps\****\team fortress 2\tf\maps\****.bsp"
** Executing...
** Command: c:\program files\valve\steam\steam.exe
** Parameters: -applaunch 440 -game "c:\program files\valve\steam\steamapps\****\team fortress 2\tf" +map "****"
Actual Map name and my Steam ID has been censored
How big in volume can a map be?
Am I not doing something right?
I mean Balloon Race is way larger than my map, and It runs, even with all the textures and code running in the background, that my map dosen't
Check for errors!
Here is the Exec log
** Executing...
** Command: "c:\program files\valve\steam\steamapps\****\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\****\team fortress 2\tf" "C:\Program Files\Valve\Steam\SteamApps\****\sourcesdk_content\tf\mapsrc\****"
Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: c:\program files\valve\steam\steamapps\****\team fortress 2\tf\materials
Loading C:\Program Files\Valve\Steam\SteamApps\****\sourcesdk_content\tf\mapsrc\****.vmf
Brush 8323: bounds out of range
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\Valve\Steam\SteamApps\****\sourcesdk_content\tf\mapsrc\****.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_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_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (35253 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 51 texinfos to 35
Reduced 5 texdatas to 5 (140 bytes to 140)
Writing C:\Program Files\Valve\Steam\SteamApps\****\sourcesdk_content\tf\mapsrc\****.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files\valve\steam\steamapps\****\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\obitrev\team fortress 2\tf" "C:\Program Files\Valve\Steam\SteamApps\****\sourcesdk_content\tf\mapsrc\****"
Valve Software - vvis.exe (May 19 2009)
4 threads
reading c:\program files\valve\steam\steamapps\****\sourcesdk_content\tf\mapsrc\****.bsp
reading c:\program files\valve\steam\steamapps\****\sourcesdk_content\tf\mapsrc\****.prt
225 portalclusters
759 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (8)
Optimized: 269 visible clusters (0.00%)
Total clusters visible: 39954
Average clusters visible: 177
Building PAS...
Average clusters audible: 225
visdatasize:14872 compressed from 14400
writing c:\program files\valve\steam\steamapps\****\sourcesdk_content\tf\mapsrc\****.bsp
8 seconds elapsed
** Executing...
** Command: "c:\program files\valve\steam\steamapps\****\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\****\team fortress 2\tf" "C:\Program Files\Valve\Steam\SteamApps\****\sourcesdk_content\tf\mapsrc\****"
Valve Software - vrad.exe SSE (May 19 2009)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files\valve\steam\steamapps\****\sourcesdk_content\tf\mapsrc\****.bsp
Setting up ray-trace acceleration structure... Done (0.17 seconds)
537 faces
1 degenerate faces
276355 square feet [39795216.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
536 patches before subdivision
6172 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (4)
transfers 352990, max 303
transfer lists: 2.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0028 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 (26)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 94/8192 1128/98304 ( 1.1%)
brushsides 767/65536 6136/524288 ( 1.2%)
planes 640/65536 12800/1310720 ( 1.0%)
vertexes 787/65536 9444/786432 ( 1.2%)
nodes 417/65536 13344/2097152 ( 0.6%)
texinfos 35/12288 2520/884736 ( 0.3%)
texdata 5/2048 160/65536 ( 0.2%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 537/65536 30072/3670016 ( 0.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 331/65536 18536/3670016 ( 0.5%)
leaves 419/65536 13408/2097152 ( 0.6%)
leaffaces 637/65536 1274/131072 ( 1.0%)
leafbrushes 196/65536 392/131072 ( 0.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 3991/512000 15964/2048000 ( 0.8%)
edges 2222/256000 8888/1024000 ( 0.9%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 40/32768 400/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 693/65536 1386/131072 ( 1.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 118548/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 14872/16777216 ( 0.1%)
entdata [variable] 347/393216 ( 0.1%)
LDR ambient table 419/65536 1676/262144 ( 0.6%)
HDR ambient table 419/65536 1676/262144 ( 0.6%)
LDR leaf ambient 225/65536 6300/1835008 ( 0.3%)
HDR leaf ambient 419/65536 11732/1835008 ( 0.6%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 105687/0 ( 0.0%)
physics [variable] 35253/4194304 ( 0.8%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 1535
Writing c:\program files\valve\steam\steamapps\****\sourcesdk_content\tf\mapsrc\****.bsp
34 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\****\sourcesdk_content\tf\mapsrc\****.bsp" "c:\program files\valve\steam\steamapps\****\team fortress 2\tf\maps\****.bsp"
** Executing...
** Command: c:\program files\valve\steam\steam.exe
** Parameters: -applaunch 440 -game "c:\program files\valve\steam\steamapps\****\team fortress 2\tf" +map "****"
Actual Map name and my Steam ID has been censored
How big in volume can a map be?
Am I not doing something right?
I mean Balloon Race is way larger than my map, and It runs, even with all the textures and code running in the background, that my map dosen't
Last edited: