• "Map Coordinate Extents are too large!" - Getting this message in the console
    20 replies, posted
Long story short, I'm making a TF2 map, I cannot load the map, it just brings me to the main menu with that error in the console. I have no idea what that means, could anyone offer some insight into what that means, and how I could fix it?
The map is outside of the game's limits. I would assume size wise.
[QUOTE=Agent766;19281360]The map is outside of the game's limits. I would assume size wise.[/QUOTE] It's tiny as of current, smaller than 2fort and I haven't implemented a 3D skybox yet, it is also over 0 0 0
Could there be anything outside the grid that you might not have noticed?
[QUOTE=Agent766;19282058]Could there be anything outside the grid that you might not have noticed?[/QUOTE] Nothing at all. [media]http://imgkk.com/i/wbmcSz.png[/media]
[QUOTE=Shibbey;19283762]Nothing at all. [media]http://imgkk.com/i/wbmcSz.png[/media][/QUOTE] Select all the stuff you want, copy it into a new vmf.
[QUOTE=metallics;19283855]Select all the stuff you want, copy it into a new vmf.[/QUOTE] It still isn't working. What the actual fuck is wrong with my map? :frown:
[QUOTE=Shibbey;19298299]It still isn't working. What the actual fuck is wrong with my map? :frown:[/QUOTE] Drag a selection box around everything you want in your map, and hit enter. Check the bounding dotted lines of the selection box don't go outside the grid. If they do, try and find what's causing it. If this fails, check the origins of your entities, ensure they are within the boundaries of the gird. Also paste the compile log here.
[media]http://imgkk.com/i/IuF0Hy.png[/media] [code]** Executing... ** Command: "c:\program files\steam\steamapps\ckl999\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\ckl999\team fortress 2\tf" "C:\Users\Sam\Documents\Maps - Source\koth_limelight" Valve Software - vbsp.exe (May 19 2009) 1 threads materialPath: c:\program files\steam\steamapps\ckl999\team fortress 2\tf\materials Loading C:\Users\Sam\Documents\Maps - Source\koth_limelight.vmf Brush 52: bounds out of range Patching WVT material: maps/koth_limelight/dev/dev_blendmeasure_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 (1) Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... HashVec: point outside valid range ** Executing... ** Command: "c:\program files\steam\steamapps\ckl999\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\ckl999\team fortress 2\tf" "C:\Users\Sam\Documents\Maps - Source\koth_limelight" Valve Software - vvis.exe (May 19 2009) 1 threads reading c:\users\sam\documents\maps - source\koth_limelight.bsp reading c:\users\sam\documents\maps - source\koth_limelight.prt LoadPortals: couldn't read c:\users\sam\documents\maps - source\koth_limelight.prt ** Executing... ** Command: "c:\program files\steam\steamapps\ckl999\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\ckl999\team fortress 2\tf" "C:\Users\Sam\Documents\Maps - Source\koth_limelight" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 1 threads [Reading texlights from 'lights.rad'] [34 texlights parsed from 'lights.rad'] Loading c:\users\sam\documents\maps - source\koth_limelight.bsp Setting up ray-trace acceleration structure... Done (0.47 seconds) 757 faces 171926 square feet [24757444.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 757 patches before subdivision 10087 patches after subdivision sun extent from map=0.000000 10 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (9) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9) transfers 456393, max 331 transfer lists: 3.5 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(44906, 19707, 9848) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(19971, 3245, 832) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(9337, 647, 187) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(4391, 128, 37) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(2067, 28, 9) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(978, 6, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(462, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(219, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(104, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(49, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(23, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(11, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(5, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #14 added RGB(3, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #15 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #16 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0086 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4) 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 (13) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 10/1024 480/49152 ( 1.0%) brushes 78/8192 936/98304 ( 1.0%) brushsides 514/65536 4112/524288 ( 0.8%) planes 652/65536 13040/1310720 ( 1.0%) vertexes 1311/65536 15732/786432 ( 2.0%) nodes 592/65536 18944/2097152 ( 0.9%) texinfos 85/12288 6120/884736 ( 0.7%) texdata 22/2048 704/65536 ( 1.1%) 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 757/65536 42392/3670016 ( 1.2%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 320/65536 17920/3670016 ( 0.5%) leaves 603/65536 19296/2097152 ( 0.9%) leaffaces 904/65536 1808/131072 ( 1.4%) leafbrushes 344/65536 688/131072 ( 0.5%) areas 2/256 16/2048 ( 0.8%) surfedges 4840/512000 19360/2048000 ( 0.9%) edges 2655/256000 10620/1024000 ( 1.0%) LDR worldlights 10/8192 880/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 53/32768 530/327680 ( 0.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 846/65536 1692/131072 ( 1.3%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 500016/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 20203/16777216 ( 0.1%) entdata [variable] 17816/393216 ( 4.5%) LDR ambient table 603/65536 2412/262144 ( 0.9%) HDR ambient table 603/65536 2412/262144 ( 0.9%) LDR leaf ambient 2439/65536 68292/1835008 ( 3.7%) HDR leaf ambient 603/65536 16884/1835008 ( 0.9%) 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] 1/1480 ( 0.1%) pakfile [variable] 1455/0 ( 0.0%) physics [variable] 32680/4194304 ( 0.8%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 2048 Writing c:\users\sam\documents\maps - source\koth_limelight.bsp 37 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Sam\Documents\Maps - Source\koth_limelight.bsp" "c:\program files\steam\steamapps\ckl999\team fortress 2\tf\maps\koth_limelight.bsp"[/code] Looks shitty at the moment, but it isn't done yet.
According to Interlopers: [quote]hashvec: point outside valid range Description: Your map is too big (you have brush(es) too near to the edge of the grid) or you have invalid brushes. [/quote](we know that part.) and their solution: [quote] Solution: If the problem-checker in Hammer (alt+p) doesn't find any offending brush(es), and you can't see brushes near the edge of the grid, you should use the cordon tools or visgroups to find them.[/quote]
[QUOTE=green bandit;19299759]According to Interlopers: (we know that part.) and their solution:[/QUOTE] Sorry to sound incredibly stupid, but can you explain Cordon and Visgroups?
[url]http://developer.valvesoftware.com/wiki/Hammer_Cordon_Usage[/url]
Cordon isn't working, I think Hammer might be borked somehow, going to find a safeplace to put my vmf and reinstall. [editline]06:30PM[/editline] That didn't work either. :sigh:
:O I use the word borked too! [/offtopic] Could you try remaking it? I know it's a bit much to ask. [editline]06:34PM[/editline] Actually, first try resetting your game configurations. That helped me.
[QUOTE=Agent766;19311954]:O I use the work borked too! [/offtopic] Could you try remaking it? I know it's a bit much to ask. [editline]06:34PM[/editline] Actually, first try resetting your game configurations. That helped me.[/QUOTE] It didn't, sadly, I'm not sure whats triggering this. I'm going to quickly make a small map and see if its still broken. [editline]11:48AM[/editline] Could it be tf_gamerules? I heard that causes a crash.
Try copying and pasteing into a new map file. See if that works.
Valve Software - vbsp.exe (May 19 2009) 1 threads materialPath: c:\program files\steam\steamapps\ckl999\team fortress 2\tf\materials Loading C:\Users\Sam\Documents\Maps - Source\koth_limelight.vmf Brush 52: bounds out of range <----------------- Patching WVT material: maps/koth_limelight/dev/dev_blendmeasure_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Brush nr. 52 bounds out of range. I think you can go to it by using the got to brush number, then delete it. (I know, late)
[QUOTE=Chili Banan;19342270](I know, late)[/QUOTE] I don't think it's late when you're the first person in this thread to point it out.
[QUOTE=metallics;19283855]Select all the stuff you want, copy it into a new vmf.[/QUOTE] Fucking hax, stop giving them our leet secrets Metal >:I.
[QUOTE=omega322;19355350]Fucking hax, stop giving them our leet secrets Metal >:I.[/QUOTE] Sorry </3 :ohdear:
[QUOTE=Chili Banan;19342270]Valve Software - vbsp.exe (May 19 2009) 1 threads materialPath: c:\program files\steam\steamapps\ckl999\team fortress 2\tf\materials Loading C:\Users\Sam\Documents\Maps - Source\koth_limelight.vmf Brush 52: bounds out of range <----------------- Patching WVT material: maps/koth_limelight/dev/dev_blendmeasure_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Brush nr. 52 bounds out of range. I think you can go to it by using the got to brush number, then delete it. (I know, late)[/QUOTE] Located the mofo and killed it. Thanks man.
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