• Strange issue, when trying to run my map
    5 replies, posted
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.
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