warning: Vis decompression overrun

Seitan

L3: Member
Oct 30, 2015
135
8
I compiled my map today to test some changes I made in-game but everytime I compile my map it looks like this:
YawPKfQ.jpg

I first thought it was some kind of error with areaportals but I cheked the console and it says
"warning: Vis decompression overrun"
I checked the article in the Valve Developer Wiki but nothing works, I already made a lot of func_details and checked displacements.

How can I fix this?
Also my compile log:
Code:
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Seitann\Documents\Mapas\ctf_naogui.vmf"

Valve Software - vbsp.exe (Jun 14 2017)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Seitann\Documents\Mapas\ctf_naogui.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/ctf_naogui/nature/blendgroundtogravel009_wvt_patch
Patching WVT material: maps/ctf_naogui/nature/blendcobblestone_underworld001_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (560.0 -2760.8 7075.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 789363:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (468.0 -2760.8 7075.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 789364:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-352.0 -2760.8 7075.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 789039:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-444.0 -2760.8 7075.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 789040:

Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (1)
Find Visible Detail Sides...
Merged 1506 detail faces...done (2)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
done (1)
writing C:\Users\Seitann\Documents\Mapas\ctf_naogui.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_halloween_night2014_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_halloween_night2014_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_halloween_night2014_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_halloween_night2014_01 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (8) (5082800 bytes)
Unable to load vertex data "models/props/soda_machine.vvd"


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Seitann\Documents\Mapas\ctf_naogui"

Valve Software - vvis.exe (Jun 14 2017)
8 threads
reading c:\users\seitann\documents\mapas\ctf_naogui.bsp
reading c:\users\seitann\documents\mapas\ctf_naogui.prt
2868 portalclusters
7520 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (2)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (1399)
Optimized: 7429 visible clusters (0.46%)
Total clusters visible: 1629803
Average clusters visible: 568
Building PAS...
Average clusters audible: 1305

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters:  -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Seitann\Documents\Mapas\ctf_naogui"

Valve Software - vrad.exe SSE (Jun 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:\users\seitann\documents\mapas\ctf_naogui.bsp
Setting up ray-trace acceleration structure... Done (10.56 seconds)
15425 faces
2 degenerate faces
62462472 square feet [8994595840.00 square inches]
149 Displacements
263311 Square Feet [37916864.00 Square Inches]
15423 patches before subdivision
zero area child patch
zero area child patch
387413 patches after subdivision
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
light has _fifty_percent_distance of 88.000000 but _zero_percent_distance of 53.000000
sun extent from map=0.087156
641 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (169)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (83)
transfers 16840800, max 2026
transfer lists: 128.5 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(360932, 326992, 249166)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #2 added RGB(88964, 73795, 47980)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(25558, 19142, 10752)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(7285, 4986, 2487)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #5 added RGB(2211, 1390, 634)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(682, 399, 173)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(218, 120, 51)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #8 added RGB(71, 37, 16)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(24, 12, 6)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(8, 4, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #11 added RGB(3, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #12 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.5439 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (32)
FinalLightFace Done
0 of 24 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (42)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                 160/1024         7680/49152    (15.6%)
brushes               4004/8192        48048/98304    (48.9%)
brushsides           28089/65536      224712/524288   (42.9%)
planes               11934/65536      238680/1310720  (18.2%)
vertexes             25823/65536      309876/786432   (39.4%)
nodes                 7968/65536      254976/2097152  (12.2%)
texinfos              4943/12288      355896/884736   (40.2%)
texdata                232/2048         7424/65536    (11.3%)
dispinfos              149/0           26224/0        ( 0.0%)
disp_verts           19205/0          384100/0        ( 0.0%)
disp_tris            32512/0           65024/0        ( 0.0%)
disp_lmsamples      683175/0          683175/0        ( 0.0%)
faces                15425/65536      863800/3670016  (23.5%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces             8409/65536      470904/3670016  (12.8%)
leaves                8129/65536      260128/2097152  (12.4%)
leaffaces            19151/65536       38302/131072   (29.2%)
leafbrushes          25938/65536       51876/131072   (39.6%)
areas                   21/256           168/2048     ( 8.2%)
surfedges           105680/512000     422720/2048000  (20.6%)
edges                64580/256000     258320/1024000  (25.2%)
LDR worldlights        641/8192        56408/720896   ( 7.8%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            1/32768          12/393216   ( 0.0%)
waterstrips           1229/32768       12290/327680   ( 3.8%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices         23187/65536       46374/131072   (35.4%)
cubemapsamples          79/1024         1264/16384    ( 7.7%)
overlays               281/512         98912/180224   (54.9%)
LDR lightdata         [variable]    22761304/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]     1670789/16777216 (10.0%)
entdata               [variable]      337635/393216   (85.9%) VERY FULL!
LDR ambient table     8129/65536       32516/262144   (12.4%)
HDR ambient table     8129/65536       32516/262144   (12.4%)
LDR leaf ambient     30184/65536      845152/1835008  (46.1%)
HDR leaf ambient      8129/65536      227612/1835008  (12.4%)
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]           1/113792   ( 0.0%)
pakfile               [variable]       41258/0        ( 0.0%)
physics               [variable]     5085475/4194304  (121.2%) VERY FULL!
physics terrain       [variable]           0/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 40789
Writing c:\users\seitann\documents\mapas\ctf_naogui.bsp
5 minutes, 49 seconds elapsed

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


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -console -novid  +map "ctf_naogui" -steam
 

MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
89
When it comes to the error message, try the solution wrote at the VDW, but when it comes to the compile log itself, your map has problems with areaportals. Go to "View>Go to coordinates..." and introduce the coordinates indicated in the compile log (
560.0 -2760.8 7075.0 / 468.0 -2760.8 7075.0 / etc.) and make sure these areaportals aren't leaking.