Vis decompression overrun

Jul 21, 2016
177
21
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.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
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.
 
Jul 21, 2016
177
21
https://developer.valvesoftware.com/wiki/Vis_Decompression_Overrun
You got too many brushes in the map. The game just can't handle it, which is why brushes are flashing. The link above should help you fix this (easy fix, don't worry). Any small brushes in the map should be detailed, as func_details allow groups of brushes to be rendered as one "large brush".
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.
 
Jul 21, 2016
177
21
That not what func_detail does at all.

@OP, how about posting your compile log?
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.
 
Mar 23, 2013
1,013
347
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 :/
 

Unu

L1: Registered
Jan 22, 2021
1
0
I need some help with this too, but I am not using anything related to func_rotating, just func_detail, func_regenerate, trigger_teleport, trigger_hurt and 1 displacement.