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Engine hunk ov erflow

Zyphon · 12 · 2599

Zyphon

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yep that's right I have another issue... lmao...
so for a while I get this error when loading my map and it crashes tf2; so I use this command in console: r_hunkalloclightmaps 0
and sure everything works for testing but does this mean that it's literally unplayable for everybody without that command and can never get added to a jump server once it's complete?
If so what causes this/ how can I fix it? because it sucks ass. The map is huge now 65/72 jumps it's almost done and taken me over a year to make. It would totally blow if all this work was for nothing because of this error.

Please help I give you 1 free hug!


Klowwd

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what is your lightmap scale? The default one is trash, set it to like 64 if it isn't already.


Zyphon

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Still crash with engine hunk overflow, but now everything looks blinding in fullbright too :c


Klowwd

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Zyphon

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Compile Log:
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Nate\Documents\Documents\Official Map\Jump_Zonenew21.vmf"

Valve Software - vbsp.exe (Aug  2 2018)
12 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Nate\Documents\Documents\Official Map\Jump_Zonenew21.vmf
material "realworldtextures2/misc/space_05" not found.
Material not found!: REALWORLDTEXTURES2/MISC/SPACE_05
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "realworldtextures/new/tiles_white" not found.
Material not found!: REALWORLDTEXTURES/NEW/TILES_WHITE
material "realworldtextures/floor/mixtile/solid/blue1" not found.
Material not found!: REALWORLDTEXTURES/FLOOR/MIXTILE/SOLID/BLUE1
material "realworldtextures/floor/mixtile/solid/black" not found.
Material not found!: REALWORLDTEXTURES/FLOOR/MIXTILE/SOLID/BLACK
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
error: material NATURE/WATER_MOVINGPLANE_BENEATH doesn't have a $bottommaterial
done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 174 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Users\Nate\Documents\Documents\Official Map\Jump_Zonenew21.prt...Building visibility clusters...
done (0)
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 (17) (1496935 bytes)
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 4590 texinfos to 3237
Reduced 54 texdatas to 33 (1770 bytes to 771)
Writing C:\Users\Nate\Documents\Documents\Official Map\Jump_Zonenew21.bsp
Wrote ZIP buffer, estimated size 218367, actual size 216009
21 seconds elapsed
CMaterialDict::Shutdown m_MissingList count: 4

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Nate\Documents\Documents\Official Map\Jump_Zonenew21"

Valve Software - vvis.exe (Aug  2 2018)
12 threads
reading c:\users\nate\documents\documents\official map\Jump_Zonenew21.bsp
reading c:\users\nate\documents\documents\official map\Jump_Zonenew21.prt
3940 portalclusters
8468 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (3)
Optimized: 1483 visible clusters (0.43%)
Total clusters visible: 342293
Average clusters visible: 86
Building PAS...
Average clusters audible: 171
visdatasize:472378  compressed from 3908480
writing c:\users\nate\documents\documents\official map\Jump_Zonenew21.bsp
4 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Nate\Documents\Documents\Official Map\Jump_Zonenew21"

Valve Software - vrad.exe SSE (Jul 18 2018)

      Valve Radiosity Simulator     
12 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\users\nate\documents\documents\official map\Jump_Zonenew21.bsp
Setting up ray-trace acceleration structure... Done (0.54 seconds)
47986 faces
29 degenerate faces
129721632 square feet [18679914496.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
47957 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
3814159 patches after subdivision
1 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (24)
Out of memory or address space.  Texture quality setting may be too high.


** Executing...
** Command: Copy File
** Parameters: "C:\Users\Nate\Documents\Documents\Official Map\Jump_Zonenew21.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\Jump_Zonenew21.bsp"


Gorge004

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Out of memory or address space.  Texture quality setting may be too high.

what did you change your lightmap to? pretty sure thats your issue..did you change lightmap scale on the whole map?


Zyphon

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I just selected everything and hit shift a, changing lightmap scale to 64.


dipp

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You can always PM your vmf file to another mapper, and they can try to fix it. Sometimes it works on other people's computers for no absolute reason.


Gorge004

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hmm try 128? atm vrad doesnt finish so thats why youre stuck in fullbright, and everything i find searching for that error and from past experience is to solve it by upping the lightmap scale. you could put it to like 512 to test if thats really the problem, then lower to 256/128 and manually change it to a smaller scale at differnt part of the map that needs it


John

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out of curiosity how much ram does your computer have?


Zyphon

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32 GB RAM, I think changing lightmap scale to 128 works, only issue now is it's unplayable in fullbright because it's blinding and is horrible to look at. I assume this wouldn't be an issue though when I finally add lighting to the map and it's no longer fullbright.


tyjle

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32 GB RAM, I think changing lightmap scale to 128 works, only issue now is it's unplayable in fullbright because it's blinding and is horrible to look at. I assume this wouldn't be an issue though when I finally add lighting to the map and it's no longer fullbright.
I had a similar issue, but I compiled with lighting.

Seems strange to me; if you don't have a light_environment entity I assumed that the game just didn't calculate lighting at all?

Regardless from what I gathered from talking to others/googling the problem, the issue arises when your map's lightmap data is too large. This can be caused by huge displacements and just generally a very large/open map. There are console commands to get around this(type r_hunkalloclightmaps 0 in the console; it's set to 1 by default), but the main solution is to lower the information required for rendering the lighting.

This is a common problem with Garry's Mod maps, as a lot of them are very big. Garry's mod has r_hunkalloclightmaps automatically set to 1 to counteract this problem. I don't really know why this isn't the default normally if it fixes this particular problem, but maybe it has something to do with performance or something.