- Dec 25, 2016
- 6
- 0
Hey all,
Whenever I run vrad with HDR enabled for my surf map, I get an error on the BuildVisLeafs line saying:
"Out of Memory Address Space. Texture Quality Setting May Be Too High."
There are no relevant threads on the internet except for this one:
https://tf2maps.net/threads/hammer-...ed-by-a-map-making-program.34857/#post-430473
, and it was miraculously fixed for the lucky individual with no sign of a fix. While I do use custom textures, they are all under 512x512, so I can't imagine that those would be the cause. On top of this issue, it seems like VRAD runs twice whenever I enable HDR for compiling, as the compile log shows VRAD being booted up twice, which I feel may be linked to my issue? When I run VRAD with no HDR, it does no such thing, and compiles perfectly fine. I ran my compile log through interloper to no avail, so if anyone could please shed some light, I would greatly appreciate it. Thanks!
Log:
Whenever I run vrad with HDR enabled for my surf map, I get an error on the BuildVisLeafs line saying:
"Out of Memory Address Space. Texture Quality Setting May Be Too High."
There are no relevant threads on the internet except for this one:
https://tf2maps.net/threads/hammer-...ed-by-a-map-making-program.34857/#post-430473
, and it was miraculously fixed for the lucky individual with no sign of a fix. While I do use custom textures, they are all under 512x512, so I can't imagine that those would be the cause. On top of this issue, it seems like VRAD runs twice whenever I enable HDR for compiling, as the compile log shows VRAD being booted up twice, which I feel may be linked to my issue? When I run VRAD with no HDR, it does no such thing, and compiles perfectly fine. I ran my compile log through interloper to no avail, so if anyone could please shed some light, I would greatly appreciate it. Thanks!
Log:
Code:
** Executing...
** Command: "C:\SteamLibrary\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -both -game "C:\SteamLibrary\steamapps\common\Team Fortress 2\tf" "c:\steamlibrary\steamapps\common\team fortress 2\tf\maps\surf_dingus"
Valve Software - vrad.exe SSE (Jul 18 2018)
Valve Radiosity Simulator
12 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\steamlibrary\steamapps\common\team fortress 2\tf\maps\surf_dingus.bsp
Setting up ray-trace acceleration structure... Done (2.18 seconds)
19517 faces
141 degenerate faces
10100656 square feet [1454494464.00 square inches]
18 Displacements
122915 Square Feet [17699890.00 Square Inches]
19376 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
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
zero area child patch
zero area child patch
zero area child patch
zero area child patch
717896 patches after subdivision
sun extent from map=0.139173
49 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (69)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (79)
transfers 236701276, max 1578
transfer lists: 1805.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(1764088, 1243179, 1267735)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(653561, 392463, 338621)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(250390, 123349, 91888)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(98344, 40337, 25753)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(39547, 13343, 7318)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(16002, 4477, 2109)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(6562, 1518, 614)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(2704, 519, 181)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(1123, 179, 53)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(469, 62, 16)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(197, 22, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(83, 8, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(35, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(15, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(6, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #16 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #18 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.3859 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11)
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 (20)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 44/1024 2112/49152 ( 4.3%)
brushes 3152/8192 37824/98304 (38.5%)
brushsides 34021/65536 272168/524288 (51.9%)
planes 36636/65536 732720/1310720 (55.9%)
vertexes 33564/65536 402768/786432 (51.2%)
nodes 5452/65536 174464/2097152 ( 8.3%)
texinfos 2207/12288 158904/884736 (18.0%)
texdata 56/2048 1792/65536 ( 2.7%)
dispinfos 18/0 3168/0 ( 0.0%)
disp_verts 1122/0 22440/0 ( 0.0%)
disp_tris 1728/0 3456/0 ( 0.0%)
disp_lmsamples 238592/0 238592/0 ( 0.0%)
faces 19517/65536 1092952/3670016 (29.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6870/65536 384720/3670016 (10.5%)
leaves 5497/65536 175904/2097152 ( 8.4%)
leaffaces 24565/65536 49130/131072 (37.5%)
leafbrushes 9024/65536 18048/131072 (13.8%)
areas 3/256 24/2048 ( 1.2%)
surfedges 122728/512000 490912/2048000 (24.0%)
edges 74280/256000 297120/1024000 (29.0%)
LDR worldlights 49/8192 4312/720896 ( 0.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 3/32768 36/393216 ( 0.0%)
waterstrips 4026/32768 40260/327680 (12.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 59367/65536 118734/131072 (90.6%) VERY FULL!
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 12/512 4224/180224 ( 2.3%)
LDR lightdata [variable] 31150976/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 697873/16777216 ( 4.2%)
entdata [variable] 84738/393216 (21.5%)
LDR ambient table 5497/65536 21988/262144 ( 8.4%)
HDR ambient table 5497/65536 21988/262144 ( 8.4%)
LDR leaf ambient 27669/65536 774732/1835008 (42.2%)
HDR leaf ambient 5497/65536 153916/1835008 ( 8.4%)
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] 1/17500 ( 0.0%)
pakfile [variable] 214228/0 ( 0.0%)
physics [variable] 1127401/4194304 (26.9%)
physics terrain [variable] 3070/1048576 ( 0.3%)
Level flags = 0
Total triangle count: 56259
Writing c:\steamlibrary\steamapps\common\team fortress 2\tf\maps\surf_dingus.bsp
3 minutes, 10 seconds elapsed
Valve Software - vrad.exe SSE (Jul 18 2018)
Valve Radiosity Simulator
12 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\steamlibrary\steamapps\common\team fortress 2\tf\maps\surf_dingus.bsp
Setting up ray-trace acceleration structure... Done (2.16 seconds)
19517 faces
141 degenerate faces
10100656 square feet [1454494464.00 square inches]
18 Displacements
122915 Square Feet [17699890.00 Square Inches]
19376 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
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
zero area child patch
zero area child patch
zero area child patch
zero area child patch
717896 patches after subdivision
sun extent from map=0.139173
49 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (67)
BuildVisLeafs: 0...1..Out of memory or address space. Texture quality setting may be too high.
Last edited: