WARNING: node with unbounded volume

Hi guys, i just new in Hammer Editor mapping, but not an idiot…

I have a HUGE skybox, because i trying to make an SB map.
Now i´m rdy with skybox, added some fu**ing doors…and compile for testing, ok so far so good.

An then i get this:

** Executing…
** Command: “c:\program files\steam\steamapps\myacc\sourcesdk\bin\ep1\bin\vbsp.exe”
** Parameters: -game “c:\program files\steam\steamapps\myacc\half-life 2 deathmatch\hl2mp” “C:\Program Files\Steam\steamapps\myacc\sourcesdk_content\hl2mp\mapsrc\mapname”

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files\steam\steamapps\myacc\half-life 2 deathmatch\hl2mp\materials
Loading C:\Program Files\Steam\steamapps\myacc\sourcesdk_content\hl2mp\mapsrc\mapname.vmf
fixing up env_cubemap materials on brush sides…
ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (0)

WARNING: node with unbounded volume
WARNING: node with unbounded volume
WARNING: node with unbounded volume
WARNING: node with unbounded volume
WARNING: node with unbounded volume
WARNING: node with unbounded volume
WARNING: node with unbounded volume
WARNING: node with unbounded volume
WARNING: node with unbounded volume
WARNING: node with unbounded volume
WARNING: node with unbounded volume

Processing areas…done (0)
Building Faces…done (0)
Chop Details…done (0)
Find Visible Detail Sides…
Merged 44 detail faces…done (0)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
writing C:\Program Files\Steam\steamapps\myacc\sourcesdk_content\hl2mp\mapsrc\mapname.prt…done (0)
*** Error: Skybox vtf files for skybox/space_ weren’t compiled with the same size texture and/or same flags!
Can’t load skybox file skybox/space_ to build the default cubemap!
*** Error: Skybox vtf files for skybox/space_ weren’t compiled with the same size texture and/or same flags!
Can’t load skybox file skybox/space_ to build the default cubemap!
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 (0) (109002 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 1456 texinfos to 1201
Reduced 12 texdatas to 11 (315 bytes to 263)
Writing C:\Program Files\Steam\steamapps\myacc\sourcesdk_content\hl2mp\mapsrc\mapname.bsp
7 seconds elapsed

** Executing…
** Command: “c:\program files\steam\steamapps\myacc\sourcesdk\bin\ep1\bin\vrad.exe”
** Parameters: -game “c:\program files\steam\steamapps\myacc\half-life 2 deathmatch\hl2mp” “C:\Program Files\Steam\steamapps\myacc\sourcesdk_content\hl2mp\mapsrc\mapname”

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from ‘lights.rad’]
[45 texlights parsed from ‘lights.rad’]

Loading c:\program files\steam\steamapps\myacc\sourcesdk_content\hl2mp\mapsrc\mapname.bsp
No vis information, direct lighting only.
4037 faces
2 degenerate faces
44086830 square feet [6348503552.00 square inches]
0 displacements
0 square feet [0.00 square inches]
0 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (0)
Build Patch/Sample Hash Table(s)…Done<0.0561 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0…1…2…3…4…5…6…7…8…9…10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 4/1024 192/49152 ( 0.4%)
brushes 277/8192 3324/98304 ( 3.4%)
brushsides 5837/65536 46696/524288 ( 8.9%)
planes 7332/65536 146640/1310720 (11.2%)
vertexes 3496/65536 41952/786432 ( 5.3%)
nodes 3337/65536 106784/2097152 ( 5.1%)
texinfos 1201/12288 86472/884736 ( 9.8%)
texdata 11/2048 352/65536 ( 0.5%)
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 4037/65536 226072/3670016 ( 6.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1397/65536 78232/3670016 ( 2.1%)
leaves 3342/65536 106944/2097152 ( 5.1%)
leaffaces 4766/65536 9532/131072 ( 7.3%)
leafbrushes 2591/65536 5182/131072 ( 4.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 22131/512000 88524/2048000 ( 4.3%)
edges 11385/256000 45540/1024000 ( 4.4%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 58/32768 580/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1005/65536 2010/131072 ( 1.5%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2585128/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 1730/393216 ( 0.4%)
LDR leaf ambient 3342/65536 80208/1572864 ( 5.1%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/12 ( 8.3%)
pakfile [variable] 365/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 109002/4194304 ( 2.6%)
==== Total Win32 BSP file data space used: 3771479 bytes ====

Total triangle count: 8473
Writing c:\program files\steam\steamapps\myacc\sourcesdk_content\hl2mp\mapsrc\mapname.bsp
3 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Program Files\Steam\steamapps\myacc\sourcesdk_content\hl2mp\mapsrc\mapname.bsp” “c:\program files\steam\steamapps\myacc\half-life 2 deathmatch\hl2mp\maps\mapname.bsp”

Yes “WARNING: node with unbounded volume” means a Brush/Brushes are outside the Limit of the Map,
and no it isnt, its only 11600x11600 Units big, and limit is 13800~ Units or something. I tryed to make it under 9000x9000 Units, stille the same spam: “WARNING: node with unbounded volume”

Idk what the problem is, rlly, i hope someone know that and how to fix it.

Thx

try going alt-p,
checking all your ents and making sure their origins are in the map, verifiying that there are no props/ents
clipping the bounding walls

Try selecting all of your map, and copy and paste it in a new map. That usually works for me when it says my map is too big. (I’m REALLY new to mapping, so don’t flame if it doesn’t work or something)

Ok…
@ laptopman
i tryed already Alt+P, and checked my Whole Map and Rebuilded skybox again, still the same. it looks like the limit of grid´s are in 50% of all grids.

@ taconinja, selecting whole map tryed on my other first map: got tons of errors :smiley:
It isnt work. But thx anyway.
EDIT: WORKS!!!
Im idiot ok^^
the problem was the top of the skybox was on the last red line/limit grid. -.- Srsly

Sry for the Thread…

Thx you both.

Load the point file or?