- Nov 10, 2010
- 7
- 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"
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"