overflow error

Discussion in 'Mapping Questions & Discussion' started by slimecounty, Nov 20, 2010.

  1. slimecounty

    slimecounty L1: Registered

    Messages:
    7
    Positive Ratings:
    1
    hello, recently i've doubled the size and content of my map, and now i get the error Warning: Overflowed CClientrenderables list group 7. I'm going to go back to touching up my map, but any help on this matter would be great.

    Here is my log: If you happen to see a problem please let me know.


    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\slimecounty\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\slimecounty\team fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\slimecounty\sourcesdk_content\tf\mapsrc\808f.vmf"

    Valve Software - vbsp.exe (Jul 7 2010)
    2 threads
    materialPath: c:\program files (x86)\steam\steamapps\slimecounty\team fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\SteamApps\slimecounty\sourcesdk_content\tf\mapsrc\808f.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/808f/swamp/concrete/blendswampconcretetodirt_wvt_patch
    Patching WVT material: maps/808f/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/808f/egypt/sand_floor_blend_04_wvt_patch
    Patching WVT material: maps/808f/egypt/sand_floor_blend_03_wvt_patch
    Patching WVT material: maps/808f/egypt/sky_sand_waves_01_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (4)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (4)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing C:\Program Files (x86)\Steam\SteamApps\slimecounty\sourcesdk_content\tf\mapsrc\808f.prt...Building visibility clusters...
    done (1)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_day01_06*.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_06*.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) (973422 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Water found with no water_lod_control entity, creating a default one.
    Compacting texture/material tables...
    Reduced 841 texinfos to 412
    Reduced 71 texdatas to 62 (1877 bytes to 1573)
    Writing C:\Program Files (x86)\Steam\SteamApps\slimecounty\sourcesdk_content\tf\mapsrc\808f.bsp
    14 seconds elapsed

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\slimecounty\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\slimecounty\team fortress 2\tf" -fast "C:\Program Files (x86)\Steam\SteamApps\slimecounty\sourcesdk_content\tf\mapsrc\808f"

    Valve Software - vvis.exe (Jul 7 2010)
    fastvis = true
    2 threads
    reading c:\program files (x86)\steam\steamapps\slimecounty\sourcesdk_content\tf\mapsrc\808f.bsp
    reading c:\program files (x86)\steam\steamapps\slimecounty\sourcesdk_content\tf\mapsrc\808f.prt
    7105 portalclusters
    30026 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (691)
    Optimized: 1397826 visible clusters (0.00%)
    Total clusters visible: 41866341
    Average clusters visible: 5892
    Building PAS...
    Average clusters audible: 7075
    visdatasize:12093928 compressed from 12732160
    writing c:\program files (x86)\steam\steamapps\slimecounty\sourcesdk_content\tf\mapsrc\808f.bsp
    11 minutes, 53 seconds elapsed

    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\slimecounty\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\slimecounty\team fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\slimecounty\sourcesdk_content\tf\mapsrc\808f"

    Valve Software - vrad.exe SSE (Jul 7 2010)

    Valve Radiosity Simulator
    2 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']

    Loading c:\program files (x86)\steam\steamapps\slimecounty\sourcesdk_content\tf\mapsrc\808f.bsp
    Setting up ray-trace acceleration structure... Done (1.48 seconds)
    6868 faces
    1413850 square feet [203594400.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    6868 patches before subdivision
    105996 patches after subdivision
    51 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (32)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (102)
    transfers 13650264, max 888
    transfer lists: 104.1 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(750032, 389139, 179527)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(103673, 43283, 18283)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #3 added RGB(27645, 8131, 2708)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(7989, 1764, 462)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #5 added RGB(2638, 427, 86)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #6 added RGB(891, 108, 16)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(319, 29, 3)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #8 added RGB(118, 8, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(45, 2, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #10 added RGB(18, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(8, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #12 added RGB(3, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added RGB(2, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #14 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0613 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (15)
    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 (36)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 11/1024 528/49152 ( 1.1%)
    brushes 2538/8192 30456/98304 (31.0%)
    brushsides 24940/65536 199520/524288 (38.1%)
    planes 28280/65536 565600/1310720 (43.2%)
    vertexes 19950/65536 239400/786432 (30.4%)
    nodes 8777/65536 280864/2097152 (13.4%)
    texinfos 412/12288 29664/884736 ( 3.4%)
    texdata 62/2048 1984/65536 ( 3.0%)
    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 6868/65536 384608/3670016 (10.5%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 3233/65536 181048/3670016 ( 4.9%)
    leaves 8789/65536 281248/2097152 (13.4%)
    leaffaces 8684/65536 17368/131072 (13.3%)
    leafbrushes 3978/65536 7956/131072 ( 6.1%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 45877/512000 183508/2048000 ( 9.0%)
    edges 26665/256000 106660/1024000 (10.4%)
    LDR worldlights 51/8192 4488/720896 ( 0.6%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 1/32768 12/393216 ( 0.0%)
    waterstrips 584/32768 5840/327680 ( 1.8%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 9609/65536 19218/131072 (14.7%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 4211484/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 12093928/16777216 (72.1%)
    entdata [variable] 35646/393216 ( 9.1%)
    LDR ambient table 8789/65536 35156/262144 (13.4%)
    HDR ambient table 8789/65536 35156/262144 (13.4%)
    LDR leaf ambient 30133/65536 843724/1835008 (46.0%)
    HDR leaf ambient 8789/65536 246092/1835008 (13.4%)
    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] 1/16418 ( 0.0%)
    pakfile [variable] 213818/0 ( 0.0%)
    physics [variable] 973422/4194304 (23.2%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 19201
    Writing c:\program files (x86)\steam\steamapps\slimecounty\sourcesdk_content\tf\mapsrc\808f.bsp
    3 minutes, 15 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\SteamApps\slimecounty\sourcesdk_content\tf\mapsrc\808f.bsp" "c:\program files (x86)\steam\steamapps\slimecounty\team fortress 2\tf\maps\808f.bsp"
     
  2. zero_rogue

    zero_rogue L1: Registered

    Messages:
    38
    Positive Ratings:
    36
    generally an overflow means something peaked in your map(you have too much of something in a spot)
    This error typically happens when your looking at a lot of objects(such as an large open area or no-clipping out of the map.

    Whenever you get the error whatever is on screen (or at least is rendering) is the(or a) culprit.

    to figure out what use the Showbudget command; enter +showbudget to enable it. (-showbudget to disable fyi)

    It will show how long everything is taking to compute. longer the bar the more you have on screen.

    It should be pretty easy to figure out from there.

    You can get more info on the show budget command from the VDC (http://developer.valvesoftware.com/wiki/Showbudget)
    It also has a list of what all the bars mean and console commands to debug them.
     
  3. slimecounty

    slimecounty L1: Registered

    Messages:
    7
    Positive Ratings:
    1
    hey zero, thanks a lot man...

    using +showbudget it's clear that the culprit is
    BuildRenderablesList-that bar runs the entire length of the graph constantly.
    Unfortunately, the Valve Developer Community doesn't have this in their list, and neither a google search, nor searching the VDC elsewhere bring up anything...

    ...anyone have a clue?
     
  4. zero_rogue

    zero_rogue L1: Registered

    Messages:
    38
    Positive Ratings:
    36
    Not really, My guess is its some sort of geometry, Either world or prop. You can use the debug commands on the VDC to narrow it down.(just turn off things and once the error stops there's what the problem was. )

    my guess, Is that it should be pretty obvious whats causing it, Either you placed a large amount of props in the same place(or many high detailed props), or you made some insanely complex prop_detail or world brush,

    If its not so obvious its likely too much of the map is render able thus causing the overflow.

    I know you can check the latter by entering Mat_wireframe 1 in console (with cheats on) it will let you go into wireframe mode and see whats being rendered currently.



    While looking over your compile log i noticed it took 11 minutes to compile vis in fast mode. It shouldn't take this long You may have a lot of complicated world geometry that can slow down compile times and cause problems in game. It shouldn't cause the overflow but it would be good to give your map's portal file a lookover.

    you can see the portal file by going to map>Load Portal File (it should open automatically if not rerun vbsp)
    a bunch of blue boxes should fill up your map now. You want these boxes as big and square as possible. anywhere there's a lot of smaller boxes or strange shaped ones look for objects you can move to Prop_detail.