Engine Error VERTEX

please help me whenever i start up my map i get this error “Too many verts for a dynamic vertex buffer (55164>49152) Tell a programmer to up VERTX_BUFFER_SIZE” I have no idea how to fix this here is a compile log if it helps

** Executing…
** Command: “c:\program files (x86)\steam\steamapps\bigwaffleman\sourcesdk\bin\ep1\bin\vbsp.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps\bigwaffleman\counter-strike source\cstrike” “C:\HammerAutosave\rp_wingdale”

Valve Software - vbsp.exe (Dec 11 2006)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\bigwaffleman\counter-strike source\cstrike\materials
Loading C:\HammerAutosave\rp_wingdale.vmf
Can’t find surfaceprop stone for material DE_TIDES/TIDES_FLOOR_STONE_1, using default
Can’t find surfaceprop stone for material DE_TIDES/TIDES_FLOOR_STONE_2, using default
Can’t find surfaceprop stone for material STONE/INFFLRA, using default
fixing up env_cubemap materials on brush sides…
ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (3)
**** leaked ****
Entity func_button (2021.96 -2826.00 146.50) leaked!

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (16384.0, 15872.0, 1306.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (15872.0, 16384.0, 1306.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (14848.0, 16384.0, 1306.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (16384.0, 14848.0, 1306.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (16384.0, 13824.0, 1306.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (13824.0, 16384.0, 1306.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (12800.0, 16384.0, 1306.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (11776.0, 16384.0, 1306.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors… ***
Processing areas…
Brush 397355: areaportal brush doesn’t touch two areas
done (0)
Building Faces…done (0)
Chop Details…done (0)
Find Visible Detail Sides…
Merged 32 detail faces…done (0)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
done (2)
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 (1) (1098818 bytes)
Error! prop_static using model “models/props_wasteland/barricade001a.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_wasteland/barricade001a.mdl”!
Error! To use model “models/props_vehicles/car001a_phy.mdl”
with prop_static, it must be compiled with $staticprop!
Error loading studio model “models/props_vehicles/car001a_phy.mdl”!
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables…
Reduced 2781 texinfos to 1641
Reduced 542 texdatas to 438 (21461 bytes to 17239)
Writing C:\HammerAutosave\rp_wingdale.bsp
16 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\HammerAutosave\rp_wingdale.bsp” “c:\program files (x86)\steam\steamapps\bigwaffleman\counter-strike source\cstrike\maps\rp_wingdale.bsp”

** Executing…
** Command: “c:\program files (x86)\steam\steamapps\bigwaffleman\counter-strike source\hl2.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps\bigwaffleman\counter-strike source\cstrike” +map “rp_wingdale”

first, post your compile log in [noparse]




[/noprase] tags. Second, you have a leak in your map. Map -> Load Pointfile, figure out where the line passes from the inside of a map to the outside of the map, and seal it off. Third, fix your areaportal, it has to touch two areas, yours does not.

Could we possibly have a screenshot of your map, it looks like there’s too much that is being rendered in one visleaf. (Also, maybe run VVIS and VRAD?)

well the area portal is fixed i split up the map into 2 segments to avoid the visleaf problem and am unsure of how to use the point file when i do load it all i get is a red line pointing at nothing in particular

it’s supposed to start at an entity inside the map and end anywhere outside the map. Your job is to find out how the line gets out of the map and close off the hole (your map should be completely sealed off - you shouldn’t ever see any of the black emptiness (“void”) when you are inside your map.

NODraw on a displacement.
FIX IT!

One solution to vertex-crashing is to tie complex brushes in to func_detail.

This is what your post should look like. Rob already said this, but you seem to be ignoring that part, so I did it for you. [noparse]




[/noparse]. And second, gerbils is right, you’ve got nodraw on a displacement. And third, to fix that leak, go to the coordinates it gives you.

Go there. Or if you don’t know how to find a specific coordinate, just try to remember where this func_button may be located and go to it; look for one that’s touching the void and seal it.

A better bet would be loading the pointfile, since that gives you a good visual clue in the 2d views, than trying to guess where the button is leaking through, it could be some distance from the entity itself.