*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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