PoFro

L1: Registered
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:
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:

Salvador_DS

L1: Registered
Aug 27, 2018
7
20
I myself (for the past few days in-fact) have been facing a very similar problem with my current map. I noticed too that this is quite a rare compile/Hammer problem. The only thing I've found to be remotely successful is that turning off all entities gets me a normal compile log without the "Out of memory or address space. Texture quality setting may be too high" message showing up.
 

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
Um, fix these:
Code:
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
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
543
I've had that texture quality error many times. Its not that rare on complex maps. Please give full compile log with vbsp and vvis too.

I suspect your issue lies on so many faces that have light surfaces and visible at the same time that the vrad just chokes and dies off. Meaning, reduce lightmaps, find those degenerate faces while you're at it and nodraw every surface you dont need. You seem to have tons of func_details too, and i think those more complex brushes and vertex manipulations are having faces that dont need to be drawn.

Could be also that too much of your map renders at the same time, making it very hard for vrad to process and it just chokes because of that.
 

Freyja

aa
Jul 31, 2009
3,009
5,838
Try using -ldr and -hdr instead of -both. It should empty the memory between passes (as far as I understand)