When I try to build cubemaps for my map, I see it trying to build them, but then it crashes citing "Out of Memory or address space. Texture setting may be too high"
Because someone will ask, these are the steps I am doing and usually do
Just for the record, I was watching Crash's stream at the time so I asked in the chat. Between him and the chat they asked;
Mid way though it taking the screenshots for the cubemaps, it crashes with the "Out of Memory or address space" error. Which is why I am reaching out for help here.
Does anyone else have any suggestions for the cause and/or fix for this?
I've tried to include as much detail as I can, but if anyone want/needs me to I can record the error as it happens and upload it to YouTube so people can see for themselves. Otherwise, you can find the compile log here:
Because someone will ask, these are the steps I am doing and usually do
- Load the map
- Enter 'mat_specular 0' in the console
- Enter 'mat_bumpmap 0' in the console
- Enter 'buildcubemaps' in the console
- After it has finished taking the pictures, close the map returning to the main menu.
- Enter 'mat_specular 1' in the console
- Enter 'mat_bumpmap 1' in the console
- Load the map again.
Just for the record, I was watching Crash's stream at the time so I asked in the chat. Between him and the chat they asked;
- How many env_cubemaps I have, of which I have 59. All are properly places inside the map and none are clipping into other objects.
- They asked what resolution they were set to, and all bar a few were set to 8x8 (because I thought that this saved space). I have since reset all of them to 'Default' and tried compiling again
- How much memory I have. My PC has 16GB of ram, of which I give TF2 8gb after compiles via the -heapsize command.
Mid way though it taking the screenshots for the cubemaps, it crashes with the "Out of Memory or address space" error. Which is why I am reaching out for help here.
Does anyone else have any suggestions for the cause and/or fix for this?
I've tried to include as much detail as I can, but if anyone want/needs me to I can record the error as it happens and upload it to YouTube so people can see for themselves. Otherwise, you can find the compile log here:
Code:
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -threads 10 -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\gmodtech_studio_b3"
Valve Software - vbsp.exe (Oct 14 2017)
10 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\sourcesdk_content\tf\mapsrc\gmodtech_studio_b3.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
"tools/locked" - "materials/tools/locked.vtf": cached version doesn't exist
Patching WVT material: maps/gmodtech_studio_b3/island/nature/grass_blend1_wvt_patch
Patching WVT material: maps/gmodtech_studio_b3/autumnal/blend/echoeblend001_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1794 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\gmodtech_studio_b3.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_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_hydro_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 (2) (2466372 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 21121 texinfos to 9960
Reduced 567 texdatas to 511 (25901 bytes to 23369)
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\gmodtech_studio_b3.bsp
Wrote ZIP buffer, estimated size 6493771, actual size 6442101
21 seconds elapsed
0.011695 1.356804 0.000000
0.104725 1.356804 0.000000
0.104725 -1.673336 0.000000
0.104725 1.673336 0.000000
make_triangles:calc_triangle_representation: Cannot convert
0.011695 1.673336 0.000000
0.104725 1.356804 0.000000
0.104725 -1.673336 0.000000
0.104725 1.673336 0.000000
make_triangles:calc_triangle_representation: Cannot convert
-182.067198 -52.019199 0.000000
-156.057598 -52.019199 0.000000
-156.057598 -65.024004 0.000000
-182.067198 -52.019199 0.000000
make_triangles:calc_triangle_representation: Cannot convert
-182.067198 -52.019199 0.000000
-156.057598 -52.019199 0.000000
-156.057598 -65.024004 0.000000
-182.067198 -52.019199 0.000000
make_triangles:calc_triangle_representation: Cannot convert
-52.019199 -182.067198 0.000000
-52.019199 -182.067198 0.000000
-52.019199 -208.076797 0.000000
-74.574403 -208.076797 0.000000
make_triangles:calc_triangle_representation: Cannot convert
-52.019199 -182.067198 0.000000
-52.019199 -182.067198 0.000000
-52.019199 -208.076797 0.000000
-74.574403 -208.076797 0.000000
make_triangles:calc_triangle_representation: Cannot convert
-0.709753 0.578021 0.000000
-0.709753 0.696806 0.000000
-0.709753 -0.678567 0.000000
-0.688091 -0.678567 0.000000
make_triangles:calc_triangle_representation: Cannot convert
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -threads 10 -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\gmodtech_studio_b3"
Valve Software - vvis.exe (Oct 14 2017)
10 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\gmodtech_studio_b3.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\gmodtech_studio_b3.prt
2885 portalclusters
7485 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 (200)
Optimized: 2800 visible clusters (0.23%)
Total clusters visible: 1218400
Average clusters visible: 422
Building PAS...
Average clusters audible: 1243
visdatasize:1247478 compressed from 2123360
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\gmodtech_studio_b3.bsp
3 minutes, 20 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -threads 10 -StaticPropLighting -StaticPropPolys -TextureShadows -ldr -final -lights "H:\Documents\Mapping\0. My Projects\gmodtech_studio\gmodtech_studio.rad" -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\gmodtech_studio_b3"
Valve Software - vrad.exe SSE (Oct 14 2017)
Valve Radiosity Simulator
10 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
[Reading texlights from 'H:\Documents\Mapping\0. My Projects\gmodtech_studio\gmodtech_studio.rad']
[2 texlights parsed from 'H:\Documents\Mapping\0. My Projects\gmodtech_studio\gmodtech_studio.rad']
Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\gmodtech_studio_b3.bsp
Loaded alpha texture materials\Models\props_gameplay\security_fence_alpha.vtf
Loaded alpha texture materials\models\props_foliage\pine_tree_large.vtf
unexpected strips found
Setting up ray-trace acceleration structure... Done (50.10 seconds)
24533 faces
12 degenerate faces
18885434 square feet [2719502592.00 square inches]
142 Displacements
505966 Square Feet [72859184.00 Square Inches]
24521 patches before subdivision
491545 patches after subdivision
sun extent from map=0.087156
929 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (279)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (61)
transfers 102300232, max 2192
transfer lists: 780.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(3189931, 3063407, 2488602)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(962435, 914292, 625840)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(289649, 280839, 170094)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(97199, 95978, 51736)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(33728, 33886, 16498)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(12245, 12396, 5574)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(4563, 4651, 2004)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1764, 1802, 777)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(705, 725, 327)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(296, 306, 148)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(131, 136, 72)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(62, 65, 37)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(31, 33, 20)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(17, 17, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #15 added RGB(10, 10, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(6, 6, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(4, 3, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #18 added RGB(2, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(2, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #21 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.2678 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (19)
FinalLightFace Done
64 of 88 (72% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (11)
Writing leaf ambient...done
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (578)
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 479/1024 22992/49152 (46.8%)
brushes 6280/8192 75360/98304 (76.7%)
brushsides 52606/65536 420848/524288 (80.3%) VERY FULL!
planes 32978/65536 659560/1310720 (50.3%)
vertexes 41646/65536 499752/786432 (63.5%)
nodes 10922/65536 349504/2097152 (16.7%)
texinfos 9960/12288 717120/884736 (81.1%) VERY FULL!
texdata 511/2048 16352/65536 (25.0%)
dispinfos 142/0 24992/0 ( 0.0%)
disp_verts 11502/0 230040/0 ( 0.0%)
disp_tris 18176/0 36352/0 ( 0.0%)
disp_lmsamples 626272/0 626272/0 ( 0.0%)
faces 24533/65536 1373848/3670016 (37.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 17811/65536 997416/3670016 (27.2%)
leaves 11402/65536 364864/2097152 (17.4%)
leaffaces 32524/65536 65048/131072 (49.6%)
leafbrushes 15870/65536 31740/131072 (24.2%)
areas 80/256 640/2048 (31.3%)
surfedges 193138/512000 772552/2048000 (37.7%)
edges 119866/256000 479464/1024000 (46.8%)
LDR worldlights 929/8192 81752/720896 (11.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 2639/32768 26390/327680 ( 8.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 50805/65536 101610/131072 (77.5%)
cubemapsamples 59/1024 944/16384 ( 5.8%)
overlays 191/512 67232/180224 (37.3%)
LDR lightdata [variable] 24647652/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1247478/16777216 ( 7.4%)
entdata [variable] 738550/393216 (187.8%) VERY FULL!
LDR ambient table 11402/65536 45608/262144 (17.4%)
HDR ambient table 11402/65536 45608/262144 (17.4%)
LDR leaf ambient 45496/65536 1273888/1835008 (69.4%)
HDR leaf ambient 11402/65536 319256/1835008 (17.4%)
occluders 13/0 520/0 ( 0.0%)
occluder polygons 47/0 564/0 ( 0.0%)
occluder vert ind 192/0 768/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/285020 ( 0.0%)
pakfile [variable] 278188069/0 ( 0.0%)
physics [variable] 2466372/4194304 (58.8%)
physics terrain [variable] 44796/1048576 ( 4.3%)
Level flags = 1
Total triangle count: 70869
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\gmodtech_studio_b3.bsp
16 minutes, 48 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\gmodtech_studio_b3.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\maps\gmodtech_studio_b3.bsp"
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\hl2.exe"
** Parameters: -dxlevel 80 +mat_picmip 2 -h 1080 -w 1920 -hijack -heapsize 8388608 -novid -noborder -dev -allowdebug -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" +map "gmodtech_studio_b3"