Vis decompression overrun

Discussion in 'Mapping Questions & Discussion' started by Bean Bean Mr. Clean, Feb 16, 2018.

  1. Bean Bean Mr. Clean

    Bean Bean Mr. Clean L2: Junior Member

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    My map is looking, odd, as brushes and props flash when I move to certain parts of the map and become invisible. The console keeps on saying Vis decompression overrun.
     
  2. Harritron

    Harritron L2: Junior Member

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    • Respectfully Disagree Respectfully Disagree x 1
    Last edited: Feb 17, 2018
  3. Pocket

    aa Pocket func_croc

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    That page could probably do with a rewrite, since it says that a visleaf is a brush. Unless I've misunderstood how Source works all this time.
     
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  4. Bean Bean Mr. Clean

    Bean Bean Mr. Clean L2: Junior Member

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    I turned all of the main parts of my map into big func_details, hoping this would solve the issue for right now, but it hasn't. My map is like a big street layout, so each separate building is a func_detail, along with roads and sidewalks. I can't find any brushes on my map that arent func_details, and the time it takes to compile has changed to taking 20 minutes to about 5, but im not sure whats still causing this. I also copied the entire map and pasted it into a new vmf and put a _2 at the end of it, and that compiles in about 20 seconds, but I can't find it when I check my console or when I try to run it from hammer after it compiles.
     
  5. Lampenpam

    aa Lampenpam

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    That not what func_detail does at all.

    @OP, how about posting your compile log?
     
  6. Bean Bean Mr. Clean

    Bean Bean Mr. Clean L2: Junior Member

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    Valve Software - vbsp.exe (Oct 14 2017)
    8 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\tf\maps\rb_roadblock.vmf
    Patching WVT material: maps/rb_roadblock/concrete/blendwetpavement001_wvt_patch
    Patching WVT material: maps/rb_roadblock/swamp/nature/blendswampmudtodirt001_wvt_patch
    Patching WVT material: maps/rb_roadblock/brick/blendtestwall003_watergate_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 1616 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\rb_roadblock.prt...Building visibility clusters...
    done (0)
    bmodel 379 has no head node (class 'func_rotating', targetname 'lightspin1')

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\rb_roadblock"

    Valve Software - vrad.exe SSE (Oct 14 2017)

    Valve Radiosity Simulator
    8 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights

    [56 texlights parsed from 'lights.rad']

    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\rb_roadblock.bsp
    Setting up ray-trace acceleration structure... Done (3.18 seconds)
    8110 faces
    27 degenerate faces
    1931763 square feet [278173888.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    8083 patches before subdivision
    145179 patches after subdivision
    sun extent from map=0.000000
    51 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (29)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (31)
    transfers 9188368, max 1220
    transfer lists: 70.1 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(105381, 46861, 13209)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(13583, 6212, 1145)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(2575, 1175, 176)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #4 added RGB(603, 269, 35)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(155, 66, 8)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(43, 17, 2)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(12, 4, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #8 added RGB(3, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(1, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0544 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (18)
    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 (14)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 4/1024 192/49152 ( 0.4%)
    brushes 1751/8192 21012/98304 (21.4%)
    brushsides 26646/65536 213168/524288 (40.7%)
    planes 33498/65536 669960/1310720 (51.1%)
    vertexes 12047/65536 144564/786432 (18.4%)
    nodes 2832/65536 90624/2097152 ( 4.3%)
    texinfos 744/12288 53568/884736 ( 6.1%)
    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 8110/65536 454160/3670016 (12.4%)
    hdr faces 8110/65536 454160/3670016 (12.4%)
    origfaces 4929/65536 276024/3670016 ( 7.5%)
    leaves 2837/65536 90784/2097152 ( 4.3%)
    leaffaces 10231/65536 20462/131072 (15.6%)
    leafbrushes 3871/65536 7742/131072 ( 5.9%)
    areas 3/256 24/2048 ( 1.2%)
    surfedges 60219/512000 240876/2048000 (11.8%)
    edges 34166/256000 136664/1024000 (13.3%)
    LDR worldlights 51/8192 4488/720896 ( 0.6%)
    HDR worldlights 51/8192 4488/720896 ( 0.6%)
    leafwaterdata 2/32768 24/393216 ( 0.0%)
    waterstrips 973/32768 9730/327680 ( 3.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 16437/65536 32874/131072 (25.1%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 11950060/0 ( 0.0%)
    HDR lightdata [variable] 11950060/0 ( 0.0%)
    visdata [variable] 638426/16777216 ( 3.8%)
    entdata [variable] 256121/393216 (65.1%)
    LDR ambient table 2837/65536 11348/262144 ( 4.3%)
    HDR ambient table 2837/65536 11348/262144 ( 4.3%)
    LDR leaf ambient 13539/65536 379092/1835008 (20.7%)
    HDR leaf ambient 13967/65536 391076/1835008 (21.3%)
    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] 1/12 ( 8.3%)
    pakfile [variable] 2417/0 ( 0.0%)
    physics [variable] 613796/4194304 (14.6%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 24308
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\rb_roadblock.bsp
    1 minute, 37 seconds elapsed
    Valve Software - vrad.exe SSE (Oct 14 2017)

    Valve Radiosity Simulator
    8 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights

    [56 texlights parsed from 'lights.rad']

    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\rb_roadblock.bsp
    Setting up ray-trace acceleration structure... Done (3.14 seconds)
    8110 faces
    27 degenerate faces
    1931763 square feet [278173888.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    8083 patches before subdivision
    145179 patches after subdivision
    sun extent from map=0.000000
    51 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (29)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (30)
    transfers 9188368, max 1220
    transfer lists: 70.1 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #1 added RGB(52953752, 42599240, 18607724)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(4646313, 2882502, 951835)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(643037, 314367, 76575)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(100521, 38773, 7022)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #5 added RGB(17412, 5476, 750)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(3177, 815, 87)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(599, 127, 11)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(116, 21, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #9 added RGB(23, 3, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(5, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0814 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (19)
    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 (14)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 4/1024 192/49152 ( 0.4%)
    brushes 1751/8192 21012/98304 (21.4%)
    brushsides 26646/65536 213168/524288 (40.7%)
    planes 33498/65536 669960/1310720 (51.1%)
    vertexes 12047/65536 144564/786432 (18.4%)
    nodes 2832/65536 90624/2097152 ( 4.3%)
    texinfos 744/12288 53568/884736 ( 6.1%)
    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 8110/65536 454160/3670016 (12.4%)
    hdr faces 8110/65536 454160/3670016 (12.4%)
    origfaces 4929/65536 276024/3670016 ( 7.5%)
    leaves 2837/65536 90784/2097152 ( 4.3%)
    leaffaces 10231/65536 20462/131072 (15.6%)
    leafbrushes 3871/65536 7742/131072 ( 5.9%)
    areas 3/256 24/2048 ( 1.2%)
    surfedges 60219/512000 240876/2048000 (11.8%)
    edges 34166/256000 136664/1024000 (13.3%)
    LDR worldlights 51/8192 4488/720896 ( 0.6%)
    HDR worldlights 51/8192 4488/720896 ( 0.6%)
    leafwaterdata 2/32768 24/393216 ( 0.0%)
    waterstrips 973/32768 9730/327680 ( 3.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 16437/65536 32874/131072 (25.1%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 11950060/0 ( 0.0%)
    HDR lightdata [variable] 11950060/0 ( 0.0%)
    visdata [variable] 638426/16777216 ( 3.8%)
    entdata [variable] 256121/393216 (65.1%)
    LDR ambient table 2837/65536 11348/262144 ( 4.3%)
    HDR ambient table 2837/65536 11348/262144 ( 4.3%)
    LDR leaf ambient 13539/65536 379092/1835008 (20.7%)
    HDR leaf ambient 13967/65536 391076/1835008 (21.3%)
    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] 1/12 ( 8.3%)
    pakfile [variable] 2417/0 ( 0.0%)
    physics [variable] 613796/4194304 (14.6%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 24308
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\maps\rb_roadblock.bsp
    1 minute, 37 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\rb_roadblock.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\rb_roadblock.bsp"

    Just compiled it and this is what I got.
     
  7. Lampenpam

    aa Lampenpam

    Messages:
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    Positive Ratings:
    337
    So have you not used the compile checker yet? http://www.interlopers.net/errors/

    There is a critical error and the website suggests that a func_rotating with the targetname lightspin1 is broken. Delete it, and if you can't find it, find and delete it via the entity report function.
    Also func_rotating doesn't work in tf2 :/
     
  8. Bean Bean Mr. Clean

    Bean Bean Mr. Clean L2: Junior Member

    Messages:
    72
    Positive Ratings:
    8
    Thanks, that fixed it.