So first off, i'm somewhat new to Hammer Editor, I've only been using Hammer for a year. I have been getting this problem with VVIS and VRAD being ignored and not in the compile log within Hammer. When I run the map in-game, everything is fullbright and HDR is disabled. My map has
NO LEAKS at all, so that's out of the question. Also, I just updated my RAM to 16 gigs previously 8 gigs, so that's also out of the question. Another thing to add is the Lightmap Scale of all the Brushes is acting finicky, when I turn off Displacements in VisGroups, select everything and open the Face Edit Sheet to change the Lightmap scale to 16, it stays the value of 16. Then I turn all VisGroups off except for Displacements, I then change the Displacements Lightmap Scale to 32 and the value stays. But then if I go back and disable Displacements in VisGroups to change the Lightmap Scale on every Brush except Displacements (essentially just backtracking to the first step with Lightmap Scales), the Lightmap Scale value is blank, even though every Brushes Lightmap Scale is set to 16, and then Vice Versa with the Displacements Lightmap Scales, and I can tell you that every Displacements Lightmap Scale is set to 32 and every Brushes Lightmap Scale is set to 16. The only thing I know and have a lead on is that i'm getting the "
Out of memory or address space. Texture quality setting may be too high." error.
So my map also has some weird geometry Brushes, I turned them all into func_detail so that they'll be ignored when compiling, but that could be the problem so correct me if i'm wrong. When I check for problems, there is no problems at all. (well technically, the only problem is the is no player start.)
I'm not sure what to do at this point, and good friend of mine Sitood has been helping me for quite sometime, he's not sure what could be causing the problem either. So Sitood told me to make a post on here to get help.
So, I need people to check my map and tell me what I messed up on.
Screenshots
Compile Log
materialPath: E:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading e:\desktop\jump_apparition\jump_apparition.vmf
Patching WVT material: maps/jump_apparition/custom textures/blendrocktograss002_v2_wvt_patch
Patching WVT material: maps/jump_apparition/egypt/sky_sand_waves_01_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 (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 2536 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing e:\desktop\jump_apparition\jump_apparition.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/apparition*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/apparition*.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 (51) (1298131 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2819 texinfos to 1879
Reduced 40 texdatas to 23 (1386 bytes to 547)
Writing e:\desktop\jump_apparition\jump_apparition.bsp
Wrote ZIP buffer, estimated size 171517, actual size 168891
52 seconds elapsed
4 threads
reading e:\desktop\jump_apparition\jump_apparition.bsp
reading e:\desktop\jump_apparition\jump_apparition.prt
1510 portalclusters
4050 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 271 visible clusters (0.12%)
Total clusters visible: 230569
Average clusters visible: 152
Building PAS...
Average clusters audible: 186
visdatasize:117635 compressed from 579840
writing e:\desktop\jump_apparition\jump_apparition.bsp
33 seconds elapsed
[Reading texlights from 'lights.rad']
[56 texlights parsed from 'lights.rad']
Loading e:\desktop\jump_apparition\jump_apparition.bsp
20617 faces
155030224 square feet [22324353024.00 square inches]
43 Displacements
753308 Square Feet [108476488.00 Square Inches]
20617 patches before subdivision
1339329 patches after subdivision
2063 direct lights
[b]0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...Out of memory or address space. Texture quality setting may be too high.[/b]
Everything related to my map is here. Let me know if I forgot anything!
https://dl.dropboxusercontent.com/s/d8aqbiih3nj5pbk/jump_apparition.zipIf you need to contact me, add me on steam.
http://steamcommunity.com/profiles/76561198066037991