• Mapping problem - CClientRenderablesList
    5 replies, posted
*SOLVED* Hi! Im making a map (surprise!!!). And i have a little problem. When i run the map, the game returns "overflowed Cclientrenderableslist group 7". What does that mean? There is another problem, that i think is connected to this: In the map, i have made a really nice cabin. Here it is in hammer: [IMG]http://i50.tinypic.com/a2zn1w.png[/IMG] Here it is in-game, note the CClientrenderableslist error: [IMG]http://i48.tinypic.com/984p4g.png[/IMG] Here is my compile log if that can help: --------------------------------------------------- ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\element_boy6522\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\element_boy6522\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\element_boy6522\sourcesdk_content\tf\mapsrc\test_cabin.vmf" Valve Software - vbsp.exe (May 7 2010) 8 threads materialPath: c:\program files (x86)\steam\steamapps\element_boy6522\team fortress 2\tf\materials Loading C:\Program Files (x86)\Steam\steamapps\element_boy6522\sourcesdk_content\tf\mapsrc\test_cabin.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (6) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (6) Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (2) writing C:\Program Files (x86)\Steam\steamapps\element_boy6522\sourcesdk_content\tf\mapsrc\test_cabin.prt...Building visibility clusters... done (1) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.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 (1) (126660 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 479 texinfos to 410 Reduced 10 texdatas to 7 (329 bytes to 196) Writing C:\Program Files (x86)\Steam\steamapps\element_boy6522\sourcesdk_content\tf\mapsrc\test_cabin.bsp 18 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\element_boy6522\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\element_boy6522\team fortress 2\tf" -fast "C:\Program Files (x86)\Steam\steamapps\element_boy6522\sourcesdk_content\tf\mapsrc\test_cabin" Valve Software - vvis.exe (May 7 2010) fastvis = true 8 threads reading c:\program files (x86)\steam\steamapps\element_boy6522\sourcesdk_content\tf\mapsrc\test_cabin.bsp reading c:\program files (x86)\steam\steamapps\element_boy6522\sourcesdk_content\tf\mapsrc\test_cabin.prt 6612 portalclusters 23287 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (22) Optimized: 6255039 visible clusters (0.00%) Total clusters visible: 23208280 Average clusters visible: 3510 Building PAS... Average clusters audible: 6606 visdatasize:9619431 compressed from 11002368 writing c:\program files (x86)\steam\steamapps\element_boy6522\sourcesdk_content\tf\mapsrc\test_cabin.bsp 37 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\element_boy6522\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\element_boy6522\team fortress 2\tf" -noextra "C:\Program Files (x86)\Steam\steamapps\element_boy6522\sourcesdk_content\tf\mapsrc\test_cabin" Valve Software - vrad.exe SSE (May 7 2010) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [34 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\element_boy6522\sourcesdk_content\tf\mapsrc\test_cabin.bsp Setting up ray-trace acceleration structure... Done (3.21 seconds) 13253 faces 143 degenerate faces 224858 square feet [32379662.00 square inches] 1 Displacements 31471 Square Feet [4531963.00 Square Inches] 13110 patches before subdivision zero area child patch zero area child patch zero area child patch zero area child patch 18776 patches after subdivision 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (21) transfers 4715630, max 1947 transfer lists: 36.0 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(120229, 68474, 27365) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(9358, 2227, 641) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(1369, 164, 25) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(148, 7, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(21, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(3, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0076 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (14) 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 (5) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 2/1024 96/49152 ( 0.2%) brushes 125/8192 1500/98304 ( 1.5%) brushsides 2740/65536 21920/524288 ( 4.2%) planes 4568/65536 91360/1310720 ( 7.0%) vertexes 16953/65536 203436/786432 (25.9%) nodes 11148/65536 356736/2097152 (17.0%) texinfos 410/12288 29520/884736 ( 3.3%) texdata 7/2048 224/65536 ( 0.3%) dispinfos 1/0 176/0 ( 0.0%) disp_verts 289/0 5780/0 ( 0.0%) disp_tris 512/0 1024/0 ( 0.0%) disp_lmsamples 3961/0 3961/0 ( 0.0%) faces 13253/65536 742168/3670016 (20.2%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1720/65536 96320/3670016 ( 2.6%) leaves 11151/65536 356832/2097152 (17.0%) leaffaces 14784/65536 29568/131072 (22.6%) leafbrushes 5651/65536 11302/131072 ( 8.6%) areas 2/256 16/2048 ( 0.8%) surfedges 73365/512000 293460/2048000 (14.3%) edges 37729/256000 150916/1024000 (14.7%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 1710/32768 17100/327680 ( 5.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 25323/65536 50646/131072 (38.6%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 458516/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 9619431/16777216 (57.3%) entdata [variable] 2612/393216 ( 0.7%) LDR ambient table 11151/65536 44604/262144 (17.0%) HDR ambient table 11151/65536 44604/262144 (17.0%) LDR leaf ambient 16200/65536 453600/1835008 (24.7%) HDR leaf ambient 11151/65536 312228/1835008 (17.0%) 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] 1/946 ( 0.1%) pakfile [variable] 212399/0 ( 0.0%) physics [variable] 126660/4194304 ( 3.0%) physics terrain [variable] 886/1048576 ( 0.1%) Level flags = 0 Total triangle count: 38476 Writing c:\program files (x86)\steam\steamapps\element_boy6522\sourcesdk_content\tf\mapsrc\test_cabin.bsp 53 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\element_boy6522\sourcesdk_content\tf\mapsrc\test_cabin.bsp" "c:\program files (x86)\steam\steamapps\element_boy6522\team fortress 2\tf\maps\test_cabin.bsp" ** Executing... ** Command: c:\program files (x86)\steam\steam.exe ** Parameters: -applaunch 440 -game "c:\program files (x86)\steam\steamapps\element_boy6522\team fortress 2\tf" +map "test_cabin" -------------------------------------------------------------------------- Thanks in advance :D
use code tags please. are those models, or cylinder brushes? and you need to optimize it a bit i think.
Those are cyllinder brushes. And "how" optimize? :)
You would be better off making those brushes func_detail or a model. Imo they are going to cut up the visleafs so bad. Here is a useful tutorial on how to optimize. [url]http://rvanhoorn.ruhosting.nl/optimization.php?chapter=intro[/url]
Holy shit.
Firegod522... YOU ARE MY HERO!!! :D Thanks for the func_detail tip. Ill use that for future complicated structures. Thanks, once again ;D
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