• Map won't compile - "Vismap expansion overflow"
    11 replies, posted
Map won't compile and I get the error "Vismap expansion overflow", the map is pretty big but not very complex. Here's the compile log. [quote]materialPath: C:\Program Files\Steam\steamapps\gamer_ffa\counter-strike source\cstrike\materials Loading C:\Program Files\Steam\steamapps\gamer_ffa\sourcesdk_content\cstrike\mapsrc\gm_stargrass_v0202.vmf 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) FixTjuncs... PruneNodes... WriteBSP... done (1) writing C:\Program Files\Steam\steamapps\gamer_ffa\sourcesdk_content\cstrike\mapsrc\gm_stargrass_v0202.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.vmt Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/militia_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 (0) (203733 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 58 texinfos to 47 Reduced 16 texdatas to 14 (722 bytes to 602) Writing C:\Program Files\Steam\steamapps\gamer_ffa\sourcesdk_content\cstrike\mapsrc\gm_stargrass_v0202.bsp 5 seconds elapsed 2 threads reading c:\program files\steam\steamapps\gamer_ffa\sourcesdk_content\cstrike\mapsrc\gm_stargrass_v0202.bsp reading c:\program files\steam\steamapps\gamer_ffa\sourcesdk_content\cstrike\mapsrc\gm_stargrass_v0202.prt 8393 portalclusters 18760 numportals 0...1...2...3...4...5...6...7...8...9...10 0...1...2...3...4...5...6...7...8...9...10 Optimized: 644 visible clusters (0.00%) Total clusters visible: 9852597 Average clusters visible: 1173 Building PAS... Vismap expansion overflow [/quote]
Are you running it in fast or full VVIS?
That's a new error for me, does it crash instantly or after moving to a place or places.
[QUOTE=Yobdren;16943215]Are you running it in fast or full VVIS?[/QUOTE] I ran it on normal. [QUOTE=SnakeFace;16943266]That's a new error for me, does it crash instantly or after moving to a place or places.[/QUOTE] It just stops, nothing crashes.
I've only seen this error in GoldSrc. [editline]11:56AM[/editline] Post the entire compile log.
That is the entire compile log. After "Vismap expansion overflow" it says "There was a problem compiling your map, check your gm_stargrass_v0202.log file for errors".
It isn't executing VBSP or VVIS but can still run them. This is not a full compile log.
I'm using the Nem's tools Batch Compiler: [IMG]http://i132.photobucket.com/albums/q19/vertex_photos/log.jpg[/IMG]
Use the regular compiler.
Ok, will report back as soon as it finishes. [editline]05:46PM[/editline] Ok I first ran a fast compile first in Hammer so that you can take a look at this log since a full compile takes a whole day, I will post the log for the normal compile tomorrow. Somehow the .bsp ended up at 100mb [quote]** Executing... ** Command: "c:\program files\steam\steamapps\gamer_ffa\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\gamer_ffa\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\gamer_ffa\sourcesdk_content\cstrike\mapsrc\gm_stargrass_v0202" Valve Software - vbsp.exe (Dec 11 2006) 2 threads materialPath: c:\program files\steam\steamapps\gamer_ffa\counter-strike source\cstrike\materials Loading C:\Program Files\Steam\steamapps\gamer_ffa\sourcesdk_content\cstrike\mapsrc\gm_stargrass_v0202.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) Processing areas...done (0) Building Faces...done (1) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files\Steam\steamapps\gamer_ffa\sourcesdk_content\cstrike\mapsrc\gm_stargrass_v0202.prt...done (1) Creating default cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.vmt Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/militia_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 (0) (203733 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 58 texinfos to 47 Reduced 16 texdatas to 14 (722 bytes to 602) Writing C:\Program Files\Steam\steamapps\gamer_ffa\sourcesdk_content\cstrike\mapsrc\gm_stargrass_v0202.bsp 6 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\gamer_ffa\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\gamer_ffa\counter-strike source\cstrike" -fast "C:\Program Files\Steam\steamapps\gamer_ffa\sourcesdk_content\cstrike\mapsrc\gm_stargrass_v0202" Valve Software - vvis.exe (Nov 8 2007) fastvis = true 2 threads reading c:\program files\steam\steamapps\gamer_ffa\sourcesdk_content\cstrike\mapsrc\gm_stargrass_v0202.bsp reading c:\program files\steam\steamapps\gamer_ffa\sourcesdk_content\cstrike\mapsrc\gm_stargrass_v0202.prt 8393 portalclusters 18760 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (21) Optimized: 9978 visible clusters (0.00%) Total clusters visible: 10097959 Average clusters visible: 1203 Building PAS... Vismap expansion overflow ** Executing... ** Command: "c:\program files\steam\steamapps\gamer_ffa\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\gamer_ffa\counter-strike source\cstrike" -noextra "C:\Program Files\Steam\steamapps\gamer_ffa\sourcesdk_content\cstrike\mapsrc\gm_stargrass_v0202" Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 2 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading c:\program files\steam\steamapps\gamer_ffa\sourcesdk_content\cstrike\mapsrc\gm_stargrass_v0202.bsp No vis information, direct lighting only. 21695 faces 269603443 square feet [38822895616.00 square inches] 0 displacements 0 square feet [0.00 square inches] light has _fifty_percent_distance of 1536.000000 but no zero_percent_distance 21 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1272) Build Patch/Sample Hash Table(s).....Done<1.1635 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10 Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 15/1024 720/49152 ( 1.5%) brushes 581/8192 6972/98304 ( 7.1%) brushsides 3640/65536 29120/524288 ( 5.6%) planes 1256/65536 25120/1310720 ( 1.9%) vertexes 27787/65536 333444/786432 (42.4%) nodes 17985/65536 575520/2097152 (27.4%) texinfos 47/12288 3384/884736 ( 0.4%) texdata 14/2048 448/65536 ( 0.7%) 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 21695/65536 1214920/3670016 (33.1%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1886/65536 105616/3670016 ( 2.9%) leaves 18001/65536 576032/2097152 (27.5%) leaffaces 23255/65536 46510/131072 (35.5%) leafbrushes 13395/65536 26790/131072 (20.4%) areas 7/256 56/2048 ( 2.7%) surfedges 98503/512000 394012/2048000 (19.2%) edges 50228/256000 200912/1024000 (19.6%) LDR worldlights 17/8192 1496/720896 ( 0.2%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 510/32768 5100/327680 ( 1.6%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 7713/65536 15426/131072 (11.8%) cubemapsamples 24/1024 384/16384 ( 2.3%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 94988280/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 12751/393216 ( 3.2%) LDR leaf ambient 18001/65536 432024/1572864 (27.5%) HDR leaf ambient 0/65536 0/1572864 ( 0.0%) 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] 2171425/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 203733/4194304 ( 4.9%) ==== Total Win32 BSP file data space used: 101370197 bytes ==== Total triangle count: 47610 Writing c:\program files\steam\steamapps\gamer_ffa\sourcesdk_content\cstrike\mapsrc\gm_stargrass_v0202.bsp 21 minutes, 32 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Steam\steamapps\gamer_ffa\sourcesdk_content\cstrike\mapsrc\gm_stargrass_v0202.bsp" "c:\program files\steam\steamapps\gamer_ffa\garrysmod\garrysmod\maps\gm_stargrass_v0202.bsp" [/quote]
Problem solved.
[QUOTE=farmatyr;16956091]Problem solved.[/QUOTE] you know you can get rid of about 71,000 of your visleafs by optimizing them map, right? In large areas where all the leaves can see each other, fill it with a func_viscluster, and turn unnecessary details into func_details. To view how many visleafs you have, click Map-> View Portal File. Your issue is that you have too many. Here's a good guide for optimization: [url]http://optimization.interlopers.net/[/url]
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