"Map Coordinate Extents are too large!" - Getting this message in the console

Long story short, I’m making a TF2 map, I cannot load the map, it just brings me to the main menu with that error in the console. I have no idea what that means, could anyone offer some insight into what that means, and how I could fix it?

The map is outside of the game’s limits. I would assume size wise.

It’s tiny as of current, smaller than 2fort and I haven’t implemented a 3D skybox yet, it is also over 0 0 0

Could there be anything outside the grid that you might not have noticed?

Nothing at all.

http://imgkk.com/i/wbmcSz.png

Select all the stuff you want, copy it into a new vmf.

It still isn’t working. What the actual fuck is wrong with my map? :frown:

Drag a selection box around everything you want in your map, and hit enter. Check the bounding dotted lines of the selection box don’t go outside the grid. If they do, try and find what’s causing it. If this fails, check the origins of your entities, ensure they are within the boundaries of the gird. Also paste the compile log here.

http://imgkk.com/i/IuF0Hy.png


** Executing...
** Command: "c:\program files\steam\steamapps\ckl999\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\ckl999	eam fortress 2	f" "C:\Users\Sam\Documents\Maps - Source\koth_limelight"

Valve Software - vbsp.exe (May 19 2009)
1 threads
materialPath: c:\program files\steam\steamapps\ckl999	eam fortress 2	f\materials
Loading C:\Users\Sam\Documents\Maps - Source\koth_limelight.vmf
Brush 52: bounds out of range
Patching WVT material: maps/koth_limelight/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
HashVec: point outside valid range

** Executing...
** Command: "c:\program files\steam\steamapps\ckl999\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\ckl999	eam fortress 2	f" "C:\Users\Sam\Documents\Maps - Source\koth_limelight"

Valve Software - vvis.exe (May 19 2009)
1 threads
reading c:\users\sam\documents\maps - source\koth_limelight.bsp
reading c:\users\sam\documents\maps - source\koth_limelight.prt
LoadPortals: couldn't read c:\users\sam\documents\maps - source\koth_limelight.prt


** Executing...
** Command: "c:\program files\steam\steamapps\ckl999\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\steamapps\ckl999	eam fortress 2	f" "C:\Users\Sam\Documents\Maps - Source\koth_limelight"

Valve Software - vrad.exe SSE (May 19 2009)

      Valve Radiosity Simulator     
1 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\users\sam\documents\maps - source\koth_limelight.bsp
Setting up ray-trace acceleration structure... Done (0.47 seconds)
757 faces
171926 square feet [24757444.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
757 patches before subdivision
10087 patches after subdivision
sun extent from map=0.000000
10 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (9)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (9)
transfers 456393, max 331
transfer lists:   3.5 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(44906, 19707, 9848)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(19971, 3245, 832)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(9337, 647, 187)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(4391, 128, 37)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #5 added RGB(2067, 28, 9)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(978, 6, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(462, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(219, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(104, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(49, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #11 added RGB(23, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #12 added RGB(11, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #13 added RGB(5, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #14 added RGB(3, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #15 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #16 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0086 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (4)
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 (13)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  10/1024          480/49152    ( 1.0%) 
brushes                 78/8192          936/98304    ( 1.0%) 
brushsides             514/65536        4112/524288   ( 0.8%) 
planes                 652/65536       13040/1310720  ( 1.0%) 
vertexes              1311/65536       15732/786432   ( 2.0%) 
nodes                  592/65536       18944/2097152  ( 0.9%) 
texinfos                85/12288        6120/884736   ( 0.7%) 
texdata                 22/2048          704/65536    ( 1.1%) 
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                  757/65536       42392/3670016  ( 1.2%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              320/65536       17920/3670016  ( 0.5%) 
leaves                 603/65536       19296/2097152  ( 0.9%) 
leaffaces              904/65536        1808/131072   ( 1.4%) 
leafbrushes            344/65536         688/131072   ( 0.5%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             4840/512000      19360/2048000  ( 0.9%) 
edges                 2655/256000      10620/1024000  ( 1.0%) 
LDR worldlights         10/8192          880/720896   ( 0.1%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips             53/32768         530/327680   ( 0.2%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           846/65536        1692/131072   ( 1.3%) 
cubemapsamples           1/1024           16/16384    ( 0.1%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      500016/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       20203/16777216 ( 0.1%) 
entdata               [variable]       17816/393216   ( 4.5%) 
LDR ambient table      603/65536        2412/262144   ( 0.9%) 
HDR ambient table      603/65536        2412/262144   ( 0.9%) 
LDR leaf ambient      2439/65536       68292/1835008  ( 3.7%) 
HDR leaf ambient       603/65536       16884/1835008  ( 0.9%) 
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]           1/1480     ( 0.1%) 
pakfile               [variable]        1455/0        ( 0.0%) 
physics               [variable]       32680/4194304  ( 0.8%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 2048
Writing c:\users\sam\documents\maps - source\koth_limelight.bsp
37 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Sam\Documents\Maps - Source\koth_limelight.bsp" "c:\program files\steam\steamapps\ckl999	eam fortress 2	f\maps\koth_limelight.bsp"

Looks shitty at the moment, but it isn’t done yet.

According to Interlopers:

(we know that part.)

and their solution:

Sorry to sound incredibly stupid, but can you explain Cordon and Visgroups?

Cordon isn’t working, I think Hammer might be borked somehow, going to find a safeplace to put my vmf and reinstall.

[editline]06:30PM[/editline]

That didn’t work either. :sigh:

:open_mouth: I use the word borked too!

[/offtopic] Could you try remaking it? I know it’s a bit much to ask.

[editline]06:34PM[/editline]

Actually, first try resetting your game configurations. That helped me.

It didn’t, sadly, I’m not sure whats triggering this. I’m going to quickly make a small map and see if its still broken.

[editline]11:48AM[/editline]

Could it be tf_gamerules? I heard that causes a crash.

Try copying and pasteing into a new map file.
See if that works.

Valve Software - vbsp.exe (May 19 2009)
1 threads
materialPath: c:\program files\steam\steamapps\ckl999 eam fortress 2 f\materials
Loading C:\Users\Sam\Documents\Maps - Source\koth_limelight.vmf
Brush 52: bounds out of range <-----------------
Patching WVT material: maps/koth_limelight/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides…
ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (0)

Brush nr. 52 bounds out of range. I think you can go to it by using the got to brush number, then delete it.

(I know, late)

I don’t think it’s late when you’re the first person in this thread to point it out.

Fucking hax, stop giving them our leet secrets Metal >:I.

Sorry </3 :ohdear: