Discord
Steam
/
Developers
/
Host_EndGame: ..
Login/Join
Event Log
Host_EndGame: Map coordinate extents are too large!!
2 replies, posted
Search
In This Thread
Host_EndGame: Map coordinate extents are too large!! Check for errors! I used alt+p and no errors are found in hammer. The map at this point sis some stairs and a door. Not much too it. [code] ** Executing... ** Command: "z:\steam\steamapps\faceguydb\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "z:\steam\steamapps\faceguydb\counter-strike source\cstrike" "Z:\steam\steamapps\faceguydb\sourcesdk_content\cstrike\mapsrc\ttt_awesome_town_dev1.vmf" Valve Software - vbsp.exe (Oct 31 2012) 4 threads materialPath: z:\steam\steamapps\faceguydb\counter-strike source\cstrike\materials Loading Z:\steam\steamapps\faceguydb\sourcesdk_content\cstrike\mapsrc\ttt_awesome_town_dev1.vmf Brush 252: bounds out of range Could not locate 'GameData' key in z:\steam\steamapps\faceguydb\counter-strike source\cstrike\gameinfo.txt 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 (0) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing Z:\steam\steamapps\faceguydb\sourcesdk_content\cstrike\mapsrc\ttt_awesome_town_dev1.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_dust*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_dust*.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 (0) (26033 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 50 texinfos to 43 Reduced 4 texdatas to 4 (87 bytes to 87) Writing Z:\steam\steamapps\faceguydb\sourcesdk_content\cstrike\mapsrc\ttt_awesome_town_dev1.bsp 0 seconds elapsed ** Executing... ** Command: "z:\steam\steamapps\faceguydb\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "z:\steam\steamapps\faceguydb\counter-strike source\cstrike" "Z:\steam\steamapps\faceguydb\sourcesdk_content\cstrike\mapsrc\ttt_awesome_town_dev1" Valve Software - vvis.exe (Oct 31 2012) 4 threads reading z:\steam\steamapps\faceguydb\sourcesdk_content\cstrike\mapsrc\ttt_awesome_town_dev1.bsp reading z:\steam\steamapps\faceguydb\sourcesdk_content\cstrike\mapsrc\ttt_awesome_town_dev1.prt 82 portalclusters 234 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (1) Optimized: 0 visible clusters (0.00%) Total clusters visible: 4622 Average clusters visible: 56 Building PAS... Average clusters audible: 82 visdatasize:2492 compressed from 2624 writing z:\steam\steamapps\faceguydb\sourcesdk_content\cstrike\mapsrc\ttt_awesome_town_dev1.bsp 1 second elapsed ** Executing... ** Command: "z:\steam\steamapps\faceguydb\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "z:\steam\steamapps\faceguydb\counter-strike source\cstrike" "Z:\steam\steamapps\faceguydb\sourcesdk_content\cstrike\mapsrc\ttt_awesome_town_dev1" Valve Software - vrad.exe SSE (Oct 31 2012) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading z:\steam\steamapps\faceguydb\sourcesdk_content\cstrike\mapsrc\ttt_awesome_town_dev1.bsp Setting up ray-trace acceleration structure... Done (0.02 seconds) 394 faces 15257 square feet [2197060.25 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 394 patches before subdivision 1278 patches after subdivision 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1) transfers 27949, max 165 transfer lists: 0.2 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(17925, 8780, 4361) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(2276, 470, 78) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(373, 30, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(71, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(14, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(3, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0003 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) 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 (0) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 7/1024 336/49152 ( 0.7%) brushes 65/8192 780/98304 ( 0.8%) brushsides 476/65536 3808/524288 ( 0.7%) planes 526/65536 10520/1310720 ( 0.8%) vertexes 622/65536 7464/786432 ( 0.9%) nodes 312/65536 9984/2097152 ( 0.5%) texinfos 43/12288 3096/884736 ( 0.3%) texdata 4/2048 128/65536 ( 0.2%) 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 394/65536 22064/3670016 ( 0.6%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 236/65536 13216/3670016 ( 0.4%) leaves 320/65536 10240/2097152 ( 0.5%) leaffaces 456/65536 912/131072 ( 0.7%) leafbrushes 247/65536 494/131072 ( 0.4%) areas 2/256 16/2048 ( 0.8%) surfedges 2771/512000 11084/2048000 ( 0.5%) edges 1528/256000 6112/1024000 ( 0.6%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 14/32768 140/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 249/65536 498/131072 ( 0.4%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 27604/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 2492/16777216 ( 0.0%) entdata [variable] 3233/393216 ( 0.8%) LDR ambient table 320/65536 1280/262144 ( 0.5%) HDR ambient table 320/65536 1280/262144 ( 0.5%) LDR leaf ambient 469/65536 13132/1835008 ( 0.7%) HDR leaf ambient 320/65536 8960/1835008 ( 0.5%) 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] 1/12 ( 8.3%) pakfile [variable] 86794/0 ( 0.0%) physics [variable] 26033/4194304 ( 0.6%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 1057 Writing z:\steam\steamapps\faceguydb\sourcesdk_content\cstrike\mapsrc\ttt_awesome_town_dev1.bsp 5 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "Z:\steam\steamapps\faceguydb\sourcesdk_content\cstrike\mapsrc\ttt_awesome_town_dev1.bsp" "z:\steam\steamapps\faceguydb\garrysmod\garrysmod\maps\ttt_awesome_town_dev1.bsp" [/code] Can anyone push me in the right direction.
Uh … how big is your map? :v:
[QUOTE=Mozartkugeln;39515737]Uh … how big is your map? :v:[/QUOTE] too big
Sorry, you need to
Log In
to post a reply to this thread.