Engine hunk overflow returns to my sights

I’ve gone through the log, picked the points of possible trouble, even used the interlopers error checker and it tells me of 2 possible threats causing it. 1, LDR leaf ambient is very full (89%), 2, the stranger one, “warning: overflowed 2 displacement corner-neighbor lists.”

What sucks even more is that they won’t even tell me anything about the 2nd 1.

Yes, I used +r_hunkalloclightmaps 0, but that doesn’t help either. Does anyone have some actual explanation as to how to deal with the 2nd 1 or the hunk engine overflow all together? Write back soon!

iirc view> go to brush number then put down 2.

Brush ID does not exist, any other ideas?

You could try remaking your displacements. If you have any power of 4 ones, they seem to cause this problem.

Post your compile log. It just sounds like you have a bad displacement. The first error won’t cause it. My map has 148% LDR Leaf Ambient.


================== VBSP ==================



materialPath: c:\program files (x86)\steam\steamapps\lribosh@hotmail.com\half-life 2 episode two\ep2\materials
Loading C:\Program Files (x86)\Steam\steamapps\gm_adirondacks_a11.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\lribosh@hotmail.com\half-life 2 episode two\ep2\gameinfo.txt
Patching WVT material: maps/gm_adirondacks_a11/nature/blendrockslime02a_wvt_patch
Patching WVT material: maps/gm_adirondacks_a11/nature/blendrockdirt_tunnel03a_wvt_patch
Patching WVT material: maps/gm_adirondacks_a11/nature/blendslimeslime02a_wvt_patch
Patching WVT material: maps/gm_adirondacks_a11/nature/blendslimeslime01a_wvt_patch
Patching WVT material: maps/gm_adirondacks_a11/nature/blendrockblack02a_wvt_patch
Patching WVT material: maps/gm_adirondacks_a11/nature/blendrocksgrass005a_wvt_patch
Patching WVT material: maps/gm_adirondacks_a11/nature/blendrockdirt_tunnel01a_wvt_patch
Patching WVT material: maps/gm_adirondacks_a11/nature/blenddirtrock_mine01a_wvt_patch
Patching WVT material: maps/gm_adirondacks_a11/nature/blendrockdirt002a_wvt_patch
Patching WVT material: maps/gm_adirondacks_a11/nature/blendgraveldirt01_wvt_patch
Patching WVT material: maps/gm_adirondacks_a11/nature/blendrocksand008d_wvt_patch
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 (2)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 412 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files (x86)\Steam\steamapps\gm_adirondacks_a11.prt...Building visibility clusters...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_ep02_02_hdr*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_ep02_02_hdr*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Warning: overflowed 2 displacement corner-neighbor lists.Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (6) (646716 bytes)
Error loading studio model ""!
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 10727 texinfos to 2677
Reduced 220 texdatas to 158 (10357 bytes to 6597)
Writing C:\Program Files (x86)\Steam\steamapps\gm_adirondacks_a11.bsp
1 minute, 38 seconds elapsed

================== VVIS ==================




2 threads
reading c:\program files (x86)\steam\steamapps\gm_adirondacks_a11.bsp
reading c:\program files (x86)\steam\steamapps\gm_adirondacks_a11.prt
5591 portalclusters
17171 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 1219772 visible clusters (0.00%)
Total clusters visible: 21200379
Average clusters visible: 3791
Building PAS...
Average clusters audible: 5532
visdatasize:7312886  compressed from 7872128
writing c:\program files (x86)\steam\steamapps\gm_adirondacks_a11.bsp
1 minute, 10 seconds elapsed

================== VRAD ==================




[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\gm_adirondacks_a11.bsp
11931 faces
6 degenerate faces
36238386 square feet [5218327552.00 square inches]
1759 Displacements
7072680 Square Feet [1018465984.00 Square Inches]
11925 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
296323 patches after subdivision
105 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 11976094, max 804
transfer lists:  91.4 megs
0...1...2...3...4...5...6...7...8...9...10	Bounce #1 added RGB(256793, 244820, 187682)
0...1...2...3...4...5...6...7...8...9...10	Bounce #2 added RGB(116219, 108376, 79588)
0...1...2...3...4...5...6...7...8...9...10	Bounce #3 added RGB(4134, 3533, 1887)
0...1...2...3...4...5...6...7...8...9...10	Bounce #4 added RGB(2757, 2310, 1223)
0...1...2...3...4...5...6...7...8...9...10	Bounce #5 added RGB(318, 274, 65)
0...1...2...3...4...5...6...7...8...9...10	Bounce #6 added RGB(176, 150, 33)
0...1...2...3...4...5...6...7...8...9...10	Bounce #7 added RGB(69, 62, 7)
0...1...2...3...4...5...6...7...8...9...10	Bounce #8 added RGB(38, 35, 3)
0...1...2...3...4...5...6...7...8...9...10	Bounce #9 added RGB(21, 19, 1)
0...1...2...3...4...5...6...7...8...9...10	Bounce #10 added RGB(12, 11, 1)
0...1...2...3...4...5...6...7...8...9...10	Bounce #11 added RGB(7, 6, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #12 added RGB(4, 4, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #13 added RGB(2, 2, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #14 added RGB(1, 1, 0)
0...1...2...3...4...5...6...7...8...9...10	Bounce #15 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.8386 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 102/1024         4896/49152    (10.0%) 
brushes               1598/8192        19176/98304    (19.5%) 
brushsides           14309/65536      114472/524288   (21.8%) 
planes               20980/65536      419600/1310720  (32.0%) 
vertexes             22760/65536      273120/786432   (34.7%) 
nodes                11371/65536      363872/2097152  (17.4%) 
texinfos              2677/12288      192744/884736   (21.8%) 
texdata                158/2048         5056/65536    ( 7.7%) 
dispinfos             1759/0          309584/0        ( 0.0%) 
disp_verts          162303/0         3246060/0        ( 0.0%) 
disp_tris           263744/0          527488/0        ( 0.0%) 
disp_lmsamples    12303759/0        12303759/0        ( 0.0%) 
faces                11931/65536      668136/3670016  (18.2%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             6637/65536      371672/3670016  (10.1%) 
leaves               11474/65536      367168/2097152  (17.5%) 
leaffaces            12914/65536       25828/131072   (19.7%) 
leafbrushes           8284/65536       16568/131072   (12.6%) 
areas                   10/256            80/2048     ( 3.9%) 
surfedges            81476/512000     325904/2048000  (15.9%) 
edges                47029/256000     188116/1024000  (18.4%) 
LDR worldlights        105/8192         9240/720896   ( 1.3%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata           24/32768         288/393216   ( 0.1%) 
waterstrips           1071/32768       10710/327680   ( 3.3%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         18690/65536       37380/131072   (28.5%) 
cubemapsamples          50/1024          800/16384    ( 4.9%) 
overlays                63/512         22176/180224   (12.3%) 
LDR lightdata         [variable]    19569196/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]     7312886/16777216 (43.6%) 
entdata               [variable]      239024/393216   (60.8%) 
LDR ambient table    11474/65536       45896/262144   (17.5%) 
HDR ambient table    11474/65536       45896/262144   (17.5%) 
LDR leaf ambient     58574/65536     1640072/1835008  (89.4%) VERY FULL!
HDR leaf ambient     11474/65536      321272/1835008  (17.5%) 
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]           1/265444   ( 0.0%) 
pakfile               [variable]     5435810/0        ( 0.0%) 
physics               [variable]      646716/4194304  (15.4%) 
physics terrain       [variable]      809315/1048576  (77.2%) 

Level flags = 0

Total triangle count: 30859
Writing c:\program files (x86)\steam\steamapps\gm_adirondacks_a11.bsp
33 minutes, 40 seconds elapsed


Worth noting, found some other info out on the web saying bout how lightmaps caused the overflow, turned em up, and I don’t get that error anymore, but I think it’s definetely worth knowing about that displacement error.

Have fun remaking those.

Which is why I completely ignored what you said :slight_smile:

So far, haven’t encountered a actual error in game involving displacements. Will tell ya if I do