I get this error,
'cable/chain.vmt' overflow, too many models
I used to have many many models in my map, but since i started getting this start up error i was trying to eliminate the problem, its not the models.
See i went to entity report and deleted all of my physics props to see if the error has stopped, it hasn't. And it isint an error with that weird SDK glitch where it doesn't render the changes made to a map but stations itself on a previous version, i can tell because of the file size difference, it reduced since i deleted all of my models.
[url]http://www.garrysmod.org/downloads/?a=view&id=100690[/url]
To look at the VMF or try and load up the map i have placed the bsp in the file also.
Please message back if there are any answers, thanks.
Feel free to keep the file and use it any way you want. Honestly i just wanted this map to have exciting dynamic npc battles on, its fully noded. If you want to modify and publish something like it on your own, i dont mind just let me download it. :)
Are you using that texture on any brushes?
Your map is leaking and that is what is probably causing your issue. If it leaks, you get no visleafs made so you are going to be drawing HUUUUGE sections of your map and when I compiled it, your models limit is sitting at 95%, which in it self, won't cause an issue till you try to render loads of them due to no visleafs. I Can't guarantee that's your issue, but good bets the leak is what is causing it - ain't got time at the moment to fix it.
Also, your entdata is at 211.7%! Highly recommend that you trim that down.
Compile log for info of others, ignore missing textures, will probs be me.
[code]
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\********\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\********\half-life 2 episode two\ep2" "D:\My Documents\map_4_face_punch\Map 4 Face Punch\Tower_AaBbCc.vmf"
Valve Software - vbsp.exe (May 7 2010)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\********\half-life 2 episode two\ep2\materials
Loading D:\My Documents\map_4_face_punch\Map 4 Face Punch\Tower_AaBbCc.vmf
material "customtext/gc textures/tile/tile_small07" not found.
Material not found!: CUSTOMTEXT/GC TEXTURES/TILE/TILE_SMALL07
material "customtext/gc textures/tile/tile_medium09" not found.
Material not found!: CUSTOMTEXT/GC TEXTURES/TILE/TILE_MEDIUM09
material "customtext/gc textures/wood/wood_unfinished08" not found.
Material not found!: CUSTOMTEXT/GC TEXTURES/WOOD/WOOD_UNFINISHED08
material "customtext/gc textures/tile/tile_small04" not found.
Material not found!: CUSTOMTEXT/GC TEXTURES/TILE/TILE_SMALL04
material "customtext/gc textures/tile/tile_medium04" not found.
Material not found!: CUSTOMTEXT/GC TEXTURES/TILE/TILE_MEDIUM04
material "customtext/gc textures/wood/wood_plywood02" not found.
Material not found!: CUSTOMTEXT/GC TEXTURES/WOOD/WOOD_PLYWOOD02
material "customtext/gc textures/wood/wood_unfinished10" not found.
Material not found!: CUSTOMTEXT/GC TEXTURES/WOOD/WOOD_UNFINISHED10
material "egypt/woodplanks2" not found.
Material not found!: EGYPT/WOODPLANKS2
material "customtext/gc textures/wood/wood_painted03" not found.
Material not found!: CUSTOMTEXT/GC TEXTURES/WOOD/WOOD_PAINTED03
material "customtext/gc textures/blends/sand_brickpath_blend54" not found.
Material not found!: CUSTOMTEXT/GC TEXTURES/BLENDS/SAND_BRICKPATH_BLEND54
material "customtext/gc textures/wood/wood_painted02" not found.
Material not found!: CUSTOMTEXT/GC TEXTURES/WOOD/WOOD_PAINTED02
material "customtext/gc textures/wood/wood_burned01" not found.
Material not found!: CUSTOMTEXT/GC TEXTURES/WOOD/WOOD_BURNED01
material "dp/sand1" not found.
Material not found!: DP/SAND1
material "stenepack/water_tropical" not found.
Material not found!: STENEPACK/WATER_TROPICAL
material "customtext/gc textures/wood/wood_particleboard01" not found.
Material not found!: CUSTOMTEXT/GC TEXTURES/WOOD/WOOD_PARTICLEBOARD01
material "customtext/gc textures/tile/tile_medium10" not found.
Material not found!: CUSTOMTEXT/GC TEXTURES/TILE/TILE_MEDIUM10
material "customtext/gc textures/gras/grass04" not found.
Material not found!: CUSTOMTEXT/GC TEXTURES/GRAS/GRASS04
material "customtext/gc textures/wood/wood_unfinished09" not found.
Material not found!: CUSTOMTEXT/GC TEXTURES/WOOD/WOOD_UNFINISHED09
material "customtext/gc textures/wood/wood_plywood04" not found.
Material not found!: CUSTOMTEXT/GC TEXTURES/WOOD/WOOD_PLYWOOD04
material "customtext/gc textures/wood/wood_unfinished03" not found.
Material not found!: CUSTOMTEXT/GC TEXTURES/WOOD/WOOD_UNFINISHED03
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\********\half-life 2 episode two\ep2\gameinfo.txt
Patching WVT material: maps/tower_aabbcc/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/tower_aabbcc/concrete/blendbunk_conc01_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity info_node (-5171.00 4669.00 -95.00) leaked!
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-3584.0 -1024.0 240.0)
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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-3072.0 -992.0 -272.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-3072.0 -480.0 -272.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-3072.0 -512.0 -528.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-3072.0 -992.0 436.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-3072.0 -480.0 436.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-3072.0 -951.0 1060.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-3072.0 -546.5 1060.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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:
*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_ep02_01_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_ep02_01_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (3) (1062240 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...Error! To use model "models/props_c17/door01_left.mdl"
with detail_prop, it must be compiled with $staticprop!
Error loading studio model "models/props_c17/door01_left.mdl"!
10
Compacting texture/material tables...
Reduced 6833 texinfos to 3615
Reduced 330 texdatas to 273 (13656 bytes to 11516)
Writing D:\My Documents\map_4_face_punch\Map 4 Face Punch\Tower_AaBbCc.bsp
16 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\********\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\********\half-life 2 episode two\ep2" "D:\My Documents\map_4_face_punch\Map 4 Face Punch\Tower_AaBbCc"
Valve Software - vvis.exe (May 7 2010)
2 threads
reading d:\my documents\map_4_face_punch\map 4 face punch\Tower_AaBbCc.bsp
reading d:\my documents\map_4_face_punch\map 4 face punch\Tower_AaBbCc.prt
LoadPortals: couldn't read d:\my documents\map_4_face_punch\map 4 face punch\Tower_AaBbCc.prt
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\********\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\********\half-life 2 episode two\ep2" "D:\My Documents\map_4_face_punch\Map 4 Face Punch\Tower_AaBbCc"
Valve Software - vrad.exe SSE (May 7 2010)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading d:\my documents\map_4_face_punch\map 4 face punch\Tower_AaBbCc.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (1.80 seconds)
12434 faces
1943457 square feet [279857888.00 square inches]
4 Displacements
3040 Square Feet [437828.56 Square Inches]
sun extent from map=0.000000
sun extent from map=0.000000
43 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (35)
Build Patch/Sample Hash Table(s).....Done<0.0577 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 (49)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 982/1024 47136/49152 (95.9%) VERY FULL!
brushes 2513/8192 30156/98304 (30.7%)
brushsides 15892/65536 127136/524288 (24.2%)
planes 6206/65536 124120/1310720 ( 9.5%)
vertexes 18177/65536 218124/786432 (27.7%)
nodes 10343/65536 330976/2097152 (15.8%)
texinfos 3615/12288 260280/884736 (29.4%)
texdata 273/2048 8736/65536 (13.3%)
dispinfos 4/0 704/0 ( 0.0%)
disp_verts 324/0 6480/0 ( 0.0%)
disp_tris 512/0 1024/0 ( 0.0%)
disp_lmsamples 7744/0 7744/0 ( 0.0%)
faces 12434/65536 696304/3670016 (19.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 9539/65536 534184/3670016 (14.6%)
leaves 11326/65536 362432/2097152 (17.3%)
leaffaces 13450/65536 26900/131072 (20.5%)
leafbrushes 3710/65536 7420/131072 ( 5.7%)
areas 3/256 24/2048 ( 1.2%)
surfedges 93659/512000 374636/2048000 (18.3%)
edges 51239/256000 204956/1024000 (20.0%)
LDR worldlights 42/8192 3696/720896 ( 0.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 3/32768 36/393216 ( 0.0%)
waterstrips 576/32768 5760/327680 ( 1.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 10809/65536 21618/131072 (16.5%)
cubemapsamples 47/1024 752/16384 ( 4.6%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 4454396/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 832536/393216 (211.7%) VERY FULL!
LDR ambient table 11326/65536 45304/262144 (17.3%)
HDR ambient table 11326/65536 45304/262144 (17.3%)
LDR leaf ambient 27116/65536 759248/1835008 (41.4%)
HDR leaf ambient 11326/65536 317128/1835008 (17.3%)
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] 1/5520 ( 0.0%)
pakfile [variable] 5130536/0 ( 0.0%)
physics [variable] 1062240/4194304 (25.3%)
physics terrain [variable] 760/1048576 ( 0.1%)
Level flags = 0
Total triangle count: 30596
Writing d:\my documents\map_4_face_punch\map 4 face punch\Tower_AaBbCc.bsp
1 minute, 37 seconds elapsed[/code]
Thanks Killermon, im going to edit my previous versions with all of the props, and take a few buildings out and shrink down the overall size of the map. If anyone has any tips based on what I've done I would love to read them. Editing now :)
[QUOTE=Brandon3739;22490249]Thanks Killermon, im going to edit my previous versions with all of the props, and take a few buildings out and shrink down the overall size of the map. If anyone has any tips based on what I've done I would love to read them. Editing now :)[/QUOTE]
It's not the size of the map that's the issue, in fact, compared to some maps, it's tiny. Most of your issues are probably being caused by the number of nodes that have been spammed around your map - it's completely unnecessary to have that many nodes.
You've got absolutely tons of unnecessary hint nodes, look at [url]http://developer.valvesoftware.com/wiki/Nodegraph[/url] for a better understanding of how to use nodes more efficiently ;)
That could be true too, i guess i misunderstood noding ill have to go back and edit that.
Sorry, you need to Log In to post a reply to this thread.