This is CS:GO so I'm not sure if this is the right place.
Well considering I can't search on the forums yet, and have gone over solutions in Google, I'll post here for some help. After decompiling our servers JB map (last mapper got perma'd, so no original .vmf), I've had the problem whenever I compile it always says [CODE]DRASTIC MEMORY OVERFLOW: Fell out of small block heap![/CODE]
I've even moved all func_detail's to world geometry but I still get the same message.
Another error I get is [CODE]Reference count for materials ___error (1) !=0[/CODE]
The server also won't start at all if it's put on.
Here's the compile log if needed.
[CODE]materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\maps\ba_jail_hellsgamers_go10yh.vmf
Map revision 107
ConVarRef gpu_level doesn't point to an existing ConVar
Can't find surfaceprop panel for material METAL/PRODVENTA, using default
Can't find surfaceprop stone for material STONE/INFWLLC, using default
Patching WVT material: maps/ba_jail_hellsgamers_go10yh/nature/infblendgrassdirt001a_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 2104 detail faces...done (5)
Merging details...done (8)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\maps\ba_jail_hellsgamers_go10yh.prt...Building visibility clusters...
done (0)
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 (4) (2268924 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 7306 texinfos to 4518
Reduced 477 texdatas to 413 (23863 bytes to 20945)
Writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\maps\ba_jail_hellsgamers_go10yh.bsp
24 seconds elapsed
Reference Count for Material ___error (1) != 0
6 threads
reading c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\csgo\maps\ba_jail_hellsgamers_go10yh.bsp
reading c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\csgo\maps\ba_jail_hellsgamers_go10yh.prt
3924 portalclusters
11746 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 7258 visible clusters (0.00%)
Total clusters visible: 899412
Average clusters visible: 229
Building PAS...
Average clusters audible: 835
visdatasize:985284 compressed from 3892608
writing c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\csgo\maps\ba_jail_hellsgamers_go10yh.bsp
5 minutes, 35 seconds elapsed
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\csgo\maps\ba_jail_hellsgamers_go10yh.bsp
24182 faces
9 degenerate faces
1466244 square feet [211139136.00 square inches]
2 Displacements
143 Square Feet [20608.33 Square Inches]
24173 patches before subdivision
zero area child patch
zero area child patch
247439 patches after subdivision
366 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 49595181, max 1493
transfer lists: 378.4 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(3240795, 2920529, 2017442)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(596375, 530321, 329974)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(177795, 150747, 80690)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(46592, 38505, 18831)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(15224, 11822, 5117)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(4808, 3551, 1400)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(1699, 1170, 414)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(599, 388, 125)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(224, 136, 40)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(85, 48, 13)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(33, 18, 4)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(13, 7, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(5, 3, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(2, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<1.6897 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 427/1024 20496/49152 (41.7%)
brushes 5905/8192 70860/98304 (72.1%)
brushsides 45717/65536 365736/524288 (69.8%)
planes 33134/65536 662680/1310720 (50.6%)
vertexes 39464/65536 473568/786432 (60.2%)
nodes 11502/65536 368064/2097152 (17.6%)
texinfos 4518/12288 325296/884736 (36.8%)
texdata 413/2048 13216/65536 (20.2%)
dispinfos 2/0 352/0 ( 0.0%)
disp_verts 106/0 2120/0 ( 0.0%)
disp_tris 160/0 320/0 ( 0.0%)
disp_multiblend 0/0 0/0 ( 0.0%)
disp_lmsamples 480/0 480/0 ( 0.0%)
faces 24182/65536 1354192/3670016 (36.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 16802/65536 940912/3670016 (25.6%)
facebrushes 3628/0 7256/0 ( 0.0%)
facebrushlists 24182/0 96728/0 ( 0.0%)
leaves 11930/65536 381760/2097152 (18.2%)
leaffaces 29914/65536 59828/131072 (45.6%)
leafbrushes 11014/65536 22028/131072 (16.8%)
areas 34/256 272/2048 (13.3%)
surfedges 183664/512000 734656/2048000 (35.9%)
edges 109972/256000 439888/1024000 (43.0%)
LDR worldlights 366/8192 36600/819200 ( 4.5%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 9/32768 108/393216 ( 0.0%)
waterstrips 2187/32768 21870/327680 ( 6.7%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 40719/65536 81438/131072 (62.1%)
cubemapsamples 95/1024 1520/16384 ( 9.3%)
overlays 8/512 2816/180224 ( 1.6%)
LDR lightdata [variable] 12975871/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 985284/16777216 ( 5.9%)
entdata [variable] 549237/393216 (139.7%) VERY FULL!
LDR ambient table 11930/65536 47720/262144 (18.2%)
HDR ambient table 11930/65536 47720/262144 (18.2%)
LDR leaf ambient 37026/65536 1036728/1835008 (56.5%)
HDR leaf ambient 11930/65536 334040/1835008 (18.2%)
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] 1/48992 ( 0.0%)
pakfile [variable] 7258205/0 ( 0.0%)
physics [variable] 2268924/4194304 (54.1%)
physics terrain [variable] 402/1048576 ( 0.0%)
Level flags = 4
Total triangle count: 67205
Writing c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\csgo\maps\ba_jail_hellsgamers_go10yh.bsp
16 minutes, 50 seconds elapsed
[/CODE]
You're going to have to lower the amount of entities in your map. It's full.
You can have like 4k I/O entities. I doubt that is the issue.
[QUOTE=WitheredGryphon;39272313]You're going to have to lower the amount of entities in your map. It's full.[/QUOTE]
I have a map with 120ish% entdata that compiles perfectly fine.
I know it's not entities, as there are previous versions of this map, is there another way to decompile csgo maps? Vmex doesn't work and I haven't found any other programs to do so.
[QUOTE=youthedog;39273762]I know it's not entities, as there are previous versions of this map, is there another way to decompile csgo maps? Vmex doesn't work and I haven't found any other programs to do so.[/QUOTE]
You just straight decompiled a map and tried to recompile it without expecting problems?
You're going to have to remake the map brush by brush. Decompiling isn't perfect and it breaks stuff. You can't expect a straight up recompile to work.
I didn't straight recompile, I fixed many others problems with it, then I am trying to focus on these. Are you sure there aren't any other ways to decompile CS:GO maps?
[QUOTE=youthedog;39274129]I didn't straight recompile, I fixed many others problems with it, then I am trying to focus on these. Are you sure there aren't any other ways to decompile CS:GO maps?[/QUOTE]
"Fixing other problems" doesn't address the underlying problem that the map base is still a decompile. Decompiled maps aren't meant to be "fixed up" or added to and recompiled, they're solely for reference.
If you want to make the map work again, you need to rebuild it from scratch and not use any existing brush or displacement geometry.
Even if another map decompiler existed that would work on CS:GO, you'd still have to remake the map from scratch.
[QUOTE=bohb;39274391]"Fixing other problems" doesn't address the underlying problem that the map base is still a decompile. Decompiled maps aren't meant to be "fixed up" or added to and recompiled, they're solely for reference.
If you want to make the map work again, you need to rebuild it from scratch and not use any existing brush or displacement geometry.
Even if another map decompiler existed that would work on CS:GO, you'd still have to remake the map from scratch.[/QUOTE]
Alright, hoping one of our main devs has original vmf for CS:GO, thanks for your help.
[QUOTE=youthedog;39273762]I know it's not entities, as there are previous versions of this map, is there another way to decompile csgo maps? Vmex doesn't work and I haven't found any other programs to do so.[/QUOTE]
VMEX? Seriously? Have you been living under a rock for the past two years?
[url]http://ata4.info/bspsrc/downloads.html[/url]
So this problem came back, even though I've received the clean version of the .vmf that was originally being used to edit the map, I've continued making changes until all of a sudden it comes back. I got rid of it by copying and pasting the entire map into a new file but then it came back after one compile. Any of the func_detail's I have recently made I put back to world geometry and it's still there. Does anyone have an idea why this randomly pops up?
Always happens after [QUOTE]
Merging details...done (1)[/QUOTE]
[QUOTE]
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps\ba_jail_hg_v2.vmf
Map revision 1
ConVarRef gpu_level doesn't point to an existing ConVar
Can't find surfaceprop panel for material METAL/PRODVENTA, using default
Can't find surfaceprop stone for material STONE/INFWLLC, using default
Patching WVT material: maps/ba_jail_hg_v2/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1240 detail faces...done (0)
Merging details...done (2)
FixTjuncs...
PruneNodes...
WriteBSP...
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps\ba_jail_hg_v2.vmf
Map revision 2
ConVarRef gpu_level doesn't point to an existing ConVar
Can't find surfaceprop panel for material METAL/PRODVENTA, using default
Can't find surfaceprop stone for material STONE/INFWLLC, using default
Patching WVT material: maps/ba_jail_hg_v2/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1240 detail faces...done (0)
Merging details...done (2)
FixTjuncs...
PruneNodes...
WriteBSP...
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps\ba_jail_hg_v2.vmf
Map revision 3
ConVarRef gpu_level doesn't point to an existing ConVar
Can't find surfaceprop panel for material METAL/PRODVENTA, using default
Can't find surfaceprop stone for material STONE/INFWLLC, using default
Patching WVT material: maps/ba_jail_hg_v2/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1240 detail faces...done (0)
Merging details...
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials
Loading c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\ba_jail_hg_v2.vmf
Map revision 3
ConVarRef gpu_level doesn't point to an existing ConVar
Can't find surfaceprop panel for material METAL/PRODVENTA, using default
Can't find surfaceprop stone for material STONE/INFWLLC, using default
Patching WVT material: maps/ba_jail_hg_v2/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1240 detail faces...done (0)
Merging details...
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials
Loading c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\ba_jail_hg_v2.vmf
Map revision 3
ConVarRef gpu_level doesn't point to an existing ConVar
Can't find surfaceprop panel for material METAL/PRODVENTA, using default
Can't find surfaceprop stone for material STONE/INFWLLC, using default
Patching WVT material: maps/ba_jail_hg_v2/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1240 detail faces...done (0)
Merging details...done (2)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\ba_jail_hg_v2.prt...Building visibility clusters...
done (0)
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 (2) (1852061 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 7627 texinfos to 4039
Reduced 506 texdatas to 419 (21180 bytes to 17769)
Writing c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\ba_jail_hg_v2.bsp
9 seconds elapsed
Reference Count for Material ___error (1) != 0
6 threads
reading c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\ba_jail_hg_v2.bsp
reading c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\ba_jail_hg_v2.prt
3125 portalclusters
9097 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6.
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps\ba_jail_hg_v2.vmf
Map revision 3
ConVarRef gpu_level doesn't point to an existing ConVar
Can't find surfaceprop panel for material METAL/PRODVENTA, using default
Can't find surfaceprop stone for material STONE/INFWLLC, using default
Patching WVT material: maps/ba_jail_hg_v2/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1240 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps\ba_jail_hg_v2.prt...Building visibility clusters...
done (0)
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) (1852061 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 7627 texinfos to 4039
Reduced 506 texdatas to 419 (21180 bytes to 17769)
Writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps\ba_jail_hg_v2.bsp
10 seconds elapsed
Reference Count for Material ___error (1) != 0
6 threads
reading c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\ba_jail_hg_v2.bsp
reading c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\ba_jail_hg_v2.prt
3125 portalclusters
9097 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 477975 visible clusters (0.00%)
Total clusters visible: 3430115
Average clusters visible: 1097
Building PAS...
Average clusters audible: 2326
visdatasize:1634376 compressed from 2450000
writing c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\ba_jail_hg_v2.bsp
2 seconds elapsed
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
Loading c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\ba_jail_hg_v2.bsp
19381 faces
3 degenerate faces
893121 square feet [128609528.00 square inches]
2 Displacements
143 Square Feet [20608.33 Square Inches]
19378 patches before subdivision
143448 patches after subdivision
274 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 28653961, max 1497
transfer lists: 218.6 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(1009574, 824237, 459105)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(229016, 179268, 90318)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(59867, 46125, 22872)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(16894, 12345, 5525)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(5240, 3686, 1620)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(1741, 1154, 454)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(615, 387, 144)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(228, 136, 45)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(87, 50, 15)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(34, 19, 5)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(14, 7, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(6, 3, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(2, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.7063 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 349/1024 16752/49152 (34.1%)
brushes 4848/8192 58176/98304 (59.2%)
brushsides 36906/65536 295248/524288 (56.3%)
planes 22738/65536 454760/1310720 (34.7%)
vertexes 31974/65536 383688/786432 (48.8%)
nodes 8781/65536 280992/2097152 (13.4%)
texinfos 4039/12288 290808/884736 (32.9%)
texdata 419/2048 13408/65536 (20.5%)
dispinfos 2/0 352/0 ( 0.0%)
disp_verts 106/0 2120/0 ( 0.0%)
disp_tris 160/0 320/0 ( 0.0%)
disp_multiblend 0/0 0/0 ( 0.0%)
disp_lmsamples 480/0 480/0 ( 0.0%)
faces 19381/65536 1085336/3670016 (29.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 13616/65536 762496/3670016 (20.8%)
facebrushes 2039/0 4078/0 ( 0.0%)
facebrushlists 19381/0 77524/0 ( 0.0%)
leaves 9131/65536 292192/2097152 (13.9%)
leaffaces 24784/65536 49568/131072 (37.8%)
leafbrushes 8477/65536 16954/131072 (12.9%)
areas 57/256 456/2048 (22.3%)
surfedges 148741/512000 594964/2048000 (29.1%)
edges 92123/256000 368492/1024000 (36.0%)
LDR worldlights 274/8192 27400/819200 ( 3.3%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 8/32768 96/393216 ( 0.0%)
waterstrips 1946/32768 19460/327680 ( 5.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 37155/65536 74310/131072 (56.7%)
cubemapsamples 86/1024 1376/16384 ( 8.4%)
overlays 8/512 2816/180224 ( 1.6%)
LDR lightdata [variable] 6203863/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1634376/16777216 ( 9.7%)
entdata [variable] 566273/393216 (144.0%) VERY FULL!
LDR ambient table 9131/65536 36524/262144 (13.9%)
HDR ambient table 9131/65536 36524/262144 (13.9%)
LDR leaf ambient 34069/65536 953932/1835008 (52.0%)
HDR leaf ambient 9131/65536 255668/1835008 (13.9%)
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] 1/49682 ( 0.0%)
pakfile [variable] 6574608/0 ( 0.0%)
physics [variable] 1852061/4194304 (44.2%)
physics terrain [variable] 402/1048576 ( 0.0%)
Level flags = 4
Total triangle count: 55028
Writing c:\program files (x86)\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\ba_jail_hg_v2.bsp
7 minutes, 54 seconds elapsed
[/QUOTE]
Even if I make everything that was a func_detail to world geometry, the error comes even earlier, and merge details become chop details.
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