Serious problem, please help

Exavior

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When compiling my map I get this warning when generating the bsp:

Map has too many texinfos (has 12368, can have at most 12288)

This seems to prevent the bsp from being updated and showing new brushes. Also, many existing brush faces show up as invisible.

When running the map it constantly prints out this error: Warning: vis decompression overrun

I've been working on this map day and night since the SDK was released, so I've invested a lot of man-hours into this project... so this problem has me just a little concerned. Any help would be greatly appreciated.

Thanks in advance!

/Exavior


Below is the compile info for the map.
Code:
** Executing...
** Command: "c:\program files\valve\steam\steamapps\vj_exavior\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\vj_exavior\half-life 2\hl2" "C:\Program Files\Valve\Steam\SteamApps\vj_exavior\sourcesdk\sdkcontent\maps\ex_maps\ex_apt"

Valve Software - vbsp.exe (Dec 15 2004)
2 threads
materialPath: c:\program files\valve\steam\steamapps\vj_exavior\half-life 2\hl2\materials
Loading C:\Program Files\Valve\Steam\SteamApps\vj_exavior\sourcesdk\sdkcontent\maps\ex_maps\ex_apt.vmf
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...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 176 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (3)
writing C:\Program Files\Valve\Steam\SteamApps\vj_exavior\sourcesdk\sdkcontent\maps\ex_maps\ex_apt.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
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 (3) (1989414 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:\Program Files\Valve\Steam\SteamApps\vj_exavior\sourcesdk\sdkcontent\maps\ex_maps\ex_apt.bsp
Map has too many texinfos (has 12368, can have at most 12288)


** Executing...
** Command: "c:\program files\valve\steam\steamapps\vj_exavior\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\vj_exavior\half-life 2\hl2" "C:\Program Files\Valve\Steam\SteamApps\vj_exavior\sourcesdk\sdkcontent\maps\ex_maps\ex_apt"

Valve Software - vvis.exe (Dec 15 2004)
2 threads
reading c:\program files\valve\steam\steamapps\vj_exavior\sourcesdk\sdkcontent\maps\ex_maps\ex_apt.bsp
reading c:\program files\valve\steam\steamapps\vj_exavior\sourcesdk\sdkcontent\maps\ex_maps\ex_apt.prt
1527 portalclusters
4535 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (6)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (79)
Optimized: 3014 visible clusters (0.00%)
Total clusters visible: 244509
Average clusters visible: 160
Building PAS...
Average clusters audible: 1205
visdatasize:419536  compressed from 586368
writing c:\program files\valve\steam\steamapps\vj_exavior\sourcesdk\sdkcontent\maps\ex_maps\ex_apt.bsp
1 minute, 25 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\vj_exavior\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\vj_exavior\half-life 2\hl2" "C:\Program Files\Valve\Steam\SteamApps\vj_exavior\sourcesdk\sdkcontent\maps\ex_maps\ex_apt"

Valve Software - vrad.exe (Dec 15 2004)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\vj_exavior\sourcesdk\sdkcontent\maps\ex_maps\ex_apt.bsp
11357 faces
456152 square feet [65685900.00 square inches]
4 displacements
77 square feet [11193.52 square inches]
11357 patches before subdivision
29035 patches after subdivision
61 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (68)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (29)
transfers 361978, max 123
transfer lists:   2.8 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(50821, 54821, 51707)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(17873, 19263, 18160)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(8608, 9038, 8025)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(4673, 4755, 3940)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(2938, 2932, 2284)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(1957, 1926, 1432)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(1373, 1346, 974)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(976, 954, 676)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #9 added RGB(709, 694, 487)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(513, 502, 349)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #11 added RGB(376, 370, 255)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #12 added RGB(274, 269, 184)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #13 added RGB(202, 199, 136)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #14 added RGB(147, 145, 98)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #15 added RGB(108, 107, 72)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #16 added RGB(79, 78, 52)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #17 added RGB(58, 58, 39)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #18 added RGB(42, 42, 28)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #19 added RGB(31, 31, 21)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #20 added RGB(23, 23, 15)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #21 added RGB(17, 17, 11)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #22 added RGB(12, 12, 8)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #23 added RGB(9, 9, 6)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #24 added RGB(7, 7, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #25 added RGB(5, 5, 3)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #26 added RGB(4, 4, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #27 added RGB(3, 3, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #28 added RGB(2, 2, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #29 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #30 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #31 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0311 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Ready to Finish
0 of 12 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 240/1024        11520/49152    (23.4%) 
brushes               2438/8192        29256/98304    (29.8%) 
brushsides           16826/65536      134608/524288   (25.7%) 
planes                5136/65536      102720/1310720  ( 7.8%) 
vertexes             17835/65536      214020/786432   (27.2%) 
nodes                 5233/65536      167456/2097152  ( 8.0%) 
texinfos              6848/12288      493056/884736   (55.7%) 
texdata                846/2048        27072/65536    (41.3%) 
dispinfos                4/0             704/0        ( 0.0%) 
disp_verts             364/0            7280/0        ( 0.0%) 
disp_tris              608/0            1216/0        ( 0.0%) 
disp_lmsamples         500/0             500/0        ( 0.0%) 
faces                11357/65536      635992/3670016  (17.3%) 
origfaces             9283/65536      519848/3670016  (14.2%) 
leaves                5474/65536      306544/3670016  ( 8.4%) 
leaffaces            13541/65536       27082/131072   (20.7%) 
leafbrushes           4194/65536        8388/131072   ( 6.4%) 
surfedges            90727/512000     362908/2048000  (17.7%) 
edges                52180/256000     208720/1024000  (20.4%) 
worldlights             61/8192         5368/720896   ( 0.7%) 
waterstrips            712/32768        7120/327680   ( 2.2%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         13971/65536       27942/131072   (21.3%) 
cubemapsamples          95/1024         1520/16384    ( 9.3%) 
overlays                40/512         14080/180224   ( 7.8%) 
lightdata             [variable]     2178320/0        ( 0.0%) 
visdata               [variable]      419536/16777216 ( 2.5%) 
entdata               [variable]      213712/393216   (54.3%) 
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]           1/4258     ( 0.0%) 
pakfile               [variable]     1122044/0        ( 0.0%) 

Win32 Specific Data:
physics               [variable]     1060634/4194304  (25.3%) 
==== Total Win32 BSP file data space used: 8309168 bytes ====

Linux Specific Data:
physicssurface        [variable]           0/6291456  ( 0.0%) 
==== Total Linux BSP file data space used: 7248534 bytes ====

Total triangle count: 30897
Writing c:\program files\valve\steam\steamapps\vj_exavior\sourcesdk\sdkcontent\maps\ex_maps\ex_apt.bsp
1 minute, 52 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\vj_exavior\sourcesdk\sdkcontent\maps\ex_maps\ex_apt.bsp" "c:\program files\valve\steam\steamapps\vj_exavior\half-life 2\hl2\maps\ex_apt.bsp"


** Executing...
** Command: "c:\program files\valve\steam\steamapps\vj_exavior\half-life 2\hl2.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\vj_exavior\half-life 2\hl2" -dev -console +map "ex_apt"
 
This is off-topic. I'm sorry, but how in hell did you manage to get a scroll box into a forum post?
 
maybe youre using too many materials.

and in the maps folder (where the vmfs are) is a file called: yourmap.log..that's the log file from the compilers.
 
Are you running that on linux? I need to know if i can run HL2/hl2 mods and steam on linux, for eg debian.. And how well it runs.

Sorry i cant help, google for the errors if you havent already..
 
EatChildren: The scrolling text field was created using the vB code tag of "code" http://www.halflife2.net/forums/misc.php?do=bbcode

Winston: I looked at the log file, and it did not seem to have any information that would let me know the cause of the problem. I've not been able to find any definitions for texinfos or how they are consumed.

eediot: I am using windows XP.


I only hope I can find the solution to this problem soon. It has put a halt on all development, and a lot of hard work has gone into this project.

At the moment I feel that it may be caused by having a large number of world brushes. The map I am building is extremely detailed. I would hate to have to sacrifice detail just to work around a pre-defined limit on brushes.

But I don't want to make assumptions as to the cause of this problem.

/Exavior
 
Exavior said:
EatChildren: The scrolling text field was created using the vB code tag of "code" http://www.halflife2.net/forums/misc.php?do=bbcode

Winston: I looked at the log file, and it did not seem to have any information that would let me know the cause of the problem. I've not been able to find any definitions for texinfos or how they are consumed.

eediot: I am using windows XP.


I only hope I can find the solution to this problem soon. It has put a halt on all development, and a lot of hard work has gone into this project.

At the moment I feel that it may be caused by having a large number of world brushes. The map I am building is extremely detailed. I would hate to have to sacrifice detail just to work around a pre-defined limit on brushes.

But I don't want to make assumptions as to the cause of this problem.

/Exavior
Code:
 models                 240/1024        11520/49152    (23.4%) 
brushes               2438/8192        29256/98304    (29.8%) 
brushsides           16826/65536      134608/524288   (25.7%) 
planes                5136/65536      102720/1310720  ( 7.8%) 
vertexes             17835/65536      214020/786432   (27.2%) 
nodes                 5233/65536      167456/2097152  ( 8.0%) 
texinfos              6848/12288      493056/884736   (55.7%) 
texdata                846/2048        27072/65536    (41.3%) 
dispinfos                4/0             704/0        ( 0.0%) 
disp_verts             364/0            7280/0        ( 0.0%) 
disp_tris              608/0            1216/0        ( 0.0%) 
disp_lmsamples         500/0             500/0        ( 0.0%) 
faces                11357/65536      635992/3670016  (17.3%) 
origfaces             9283/65536      519848/3670016  (14.2%) 
leaves                5474/65536      306544/3670016  ( 8.4%) 
leaffaces            13541/65536       27082/131072   (20.7%) 
leafbrushes           4194/65536        8388/131072   ( 6.4%) 
surfedges            90727/512000     362908/2048000  (17.7%) 
edges                52180/256000     208720/1024000  (20.4%) 
worldlights             61/8192         5368/720896   ( 0.7%) 
waterstrips            712/32768        7120/327680   ( 2.2%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         13971/65536       27942/131072   (21.3%) 
cubemapsamples          95/1024         1520/16384    ( 9.3%) 
overlays                40/512         14080/180224   ( 7.8%) 
lightdata             [variable]     2178320/0        ( 0.0%) 
visdata               [variable]      419536/16777216 ( 2.5%) 
entdata               [variable]      213712/393216   (54.3%) 
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]           1/4258     ( 0.0%) 
pakfile               [variable]     1122044/0        ( 0.0%)


That shows what your using and what the limits are.

--

http://www.google.co.uk/search?lr=&ie=UTF-8&oe=UTF-8&q=texinfos
 
Yes, I am _completely_ aware of what that section of the compile means. But I need more information. The error it prints out says there are too many "texinfos." That would suggest I need to use less "texinfos" but there is no explanation of what "texinfos" are or how they are consumed. I've looked all over for that information. And the part of the compile that lists how many "texinfos" I am using does not even show the same number that the bsp compiler shows when it prints out the error. Bsp states I've used 12368 of 12288. But the printout at the end shows 6848/12288.


I do appreciate your taking the time to post to this thread, and I apologies if I sound bitter... I've been working really hard on this project and this roadblock has created a lot of serious problems. Granted the main problem is the lack of in-depth information on the compiling process, but that is to be expected with any new SDK. These are the types of questions that serious mappers who intend to push the limits of the engine need detailed information on. I've gone over all available information in the logs/printouts/google... that was the first thing I did, long before posting here. Google has a lot of hits on "texinfos" but none seem to be specific to the hl2 engine or have any information that would suggest how they are being consumed. HL specific searches on the term "texinfos" just return hundreds of pages with the term used (such as in compile printouts) but no practical information.
 
go trawling through gcfscape looking at various kinds of files ina texteditor to look for references to 'texinfos'. Sounds like a material thing, but I dont' know that much about materials yet. I don't see any texinfo's referenced directly in dm_lockdown.vmf, so I doubt it has anything to do with .vmf's
 
this might help. Here's what vrad reports when you compile dm_lockdown.vmf:

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 42/1024 2016/49152 ( 4.1%)
brushes 2239/8192 26868/98304 (27.3%)
brushsides 15653/65536 125224/524288 (23.9%)
planes 6508/65536 130160/1310720 ( 9.9%)
vertexes 12618/65536 151416/786432 (19.3%)
nodes 2682/65536 85824/2097152 ( 4.1%)
texinfos 2769/12288 199368/884736 (22.5%)
texdata 485/2048 15520/65536 (23.7%)
dispinfos 40/0 7040/0 ( 0.0%)
disp_verts 1168/0 23360/0 ( 0.0%)
disp_tris 1568/0 3136/0 ( 0.0%)
disp_lmsamples 14880/0 14880/0 ( 0.0%)
faces 6536/65536 366016/3670016 (10.0%)
origfaces 4690/65536 262640/3670016 ( 7.2%)
leaves 2725/65536 152600/3670016 ( 4.2%)
leaffaces 7986/65536 15972/131072 (12.2%)
leafbrushes 4557/65536 9114/131072 ( 7.0%)
surfedges 50945/512000 203780/2048000 (10.0%)
edges 31950/256000 127800/1024000 (12.5%)
worldlights 59/8192 5192/720896 ( 0.7%)
waterstrips 690/32768 6900/327680 ( 2.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 14676/65536 29352/131072 (22.4%)
cubemapsamples 147/1024 2352/16384 (14.4%)
overlays 3/512 1056/180224 ( 0.6%)
lightdata [variable] 5983320/0 ( 0.0%)
visdata [variable] 185342/16777216 ( 1.1%)
entdata [variable] 141770/393216 (36.1%)
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] 1/24112 ( 0.0%)
pakfile [variable] 1549599/0 ( 0.0%)


OK, don't know what's up with the formatting. But it seems you're quite off spec there if you're using that many. Can't explain the disparity though when it reports 2 different numbers.
 
Sadly, the problem is still not solved.

I managed to get the map to compile and run properly by removing a lot of world brushes (at great loss to detail) but now that I have continued development by adding new rooms, the problem has partially returned.

I do not get the "Map has too many texinfos" error when I compile now, but I do get this line at the end of the compile where it shows you how much resources your map is using. And the error "Warning: vis decompression overrun" is still printed in-game.

"texinfos 11009/12288 792648/884736 (89.6%) VERY FULL!"

Now since I am _under_ the max limit, it _should_ run and display fine. However, the map does not update geometry (new walls/floors/etc do not build) and much of the map has invisible surfaces.

I deleted a few hundred world brushes to see if that would fix anything, but the texinfos number stayed the same. The only change was visdata consumption dropped by .2%


So the same questions remain. What are texinfos in the hl2 engine? How are they consumed? How can the number consumed be reduced?

I'm up against a wall here... please help!

/Exavior
 
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