Something is Wrong

UK_Karlos

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This is my latest compile log and for some reason when i load my map in Counter-Strike: Source i get this message "CUtILinkedList overflow!" then it crahes to desktop. The only difference ive noticed in this compile log is that the numportals have dropped by 3000. Every thing else is the same. Since my last compile i have only added 50 env_sprites, 6 lights, an ambient sound . And the compile time took 20mins now it takes 5min

materialPath: g:\program files (x86)\steam\steamapps\karlos_58\counter-strike source\cstrike\materials
Loading C:\Users\Admin\Desktop\My Maps\Office_building_v1_cs.vmf
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 1432 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Users\Admin\Desktop\My Maps\Office_building_v1_cs.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia_hdr*.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 (1) (817794 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2349 texinfos to 1065
Reduced 304 texdatas to 247 (15739 bytes to 13117)
Writing C:\Users\Admin\Desktop\My Maps\Office_building_v1_cs.bsp
12 seconds elapsed



2 threads
reading c:\users\admin\desktop\my maps\Office_building_v1_cs.bsp
reading c:\users\admin\desktop\my maps\Office_building_v1_cs.prt
1028 portalclusters
2858 numportals
0...1...2...3...4...5...6...7...8...9...100...1... 2...3...4...5...6...7...8...9...10Optimized: 4065 visible clusters (0.00%)
Total clusters visible: 234691
Average clusters visible: 228
Building PAS...
Average clusters audible: 834
visdatasize:217342 compressed from 279616
writing c:\users\admin\desktop\my maps\Office_building_v1_cs.bsp
1 minute, 20 seconds elapsed



[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\users\admin\desktop\my maps\Office_building_v1_cs.bsp
7271 faces
15 degenerate faces
212027 square feet [30531904.00 square inches]
0 displacements
0 square feet [0.00 square inches]
7256 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
38748 patches after subdivision
158 direct lights
0...1...2...3...4...5...6...7...8...9...100...1... 2...3...4...5...6...7...8...9...10transfers 4126248, max 682
transfer lists: 31.5 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(212184, 197875, 162495)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(58204, 51393, 36621)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(18857, 15399, 9364)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(6984, 5302, 2777)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(2742, 1910, 849)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(1132, 725, 274)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(480, 282, 90)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(208, 112, 30)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(91, 45, 10)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(41, 18, 4)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(18, 8, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(8, 3, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(4, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(2, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0296 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLig htFace 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 39/1024 1872/49152 ( 3.8%)
brushes 2120/8192 25440/98304 (25.9%)
brushsides 14950/65536 119600/524288 (22.8%)
planes 6598/65536 131960/1310720 (10.1%)
vertexes 17712/65536 212544/786432 (27.0%)
nodes 2831/65536 90592/2097152 ( 4.3%)
texinfos 1065/12288 76680/884736 ( 8.7%)
texdata 247/2048 7904/65536 (12.1%)
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 7271/65536 407176/3670016 (11.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 5311/65536 297416/3670016 ( 8.1%)
leaves 2871/65536 91872/2097152 ( 4.4%)
leaffaces 10294/65536 20588/131072 (15.7%)
leafbrushes 5576/65536 11152/131072 ( 8.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 58914/512000 235656/2048000 (11.5%)
edges 41060/256000 164240/1024000 (16.0%)
LDR worldlights 158/8192 13904/720896 ( 1.9%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 1050/32768 10500/327680 ( 3.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 20763/65536 41526/131072 (31.7%)
cubemapsamples 84/1024 1344/16384 ( 8.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1909748/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 217342/16777216 ( 1.3%)
entdata [variable] 156278/393216 (39.7%)
LDR leaf ambient 2871/65536 68904/1572864 ( 4.4%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
occluders 9/0 360/0 ( 0.0%)
occluder polygons 82/0 984/0 ( 0.0%)
occluder vert ind 368/0 1472/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/28670 ( 0.0%)
pakfile [variable] 7454123/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 817794/4194304 (19.5%)
==== Total Win32 BSP file data space used: 12588989 bytes ====

Total triangle count: 22715
Writing c:\users\admin\desktop\my maps\Office_building_v1_cs.bsp
5 minutes, 26 seconds elapsed
 
15 degenerate faces

zero area child patch
zero area child patch
zero area child patch

Looks like messed up displacements to me.
 
Then its messed up brushes.

Interlopers.net says:
zero area child patch

Generally, this error may be ignored

Description:
A solid in your level has a face with no area. My guess is that vrad.exe is trying to create a lightmap for a face that doesn't exist. Maybe you have an invalid brush?

Solution:
First check Hammers problemchecker (alt+p). If that doesn't solve your problems, you can either ignore the error, or try to find it anyway using cordon tools. You would be looking for brushes which might be too complex. I wouldn't recommend the second option.

## degenerate face(s)

Generally, this error may be ignored

Description:
A degenerate face is a face with no area. for instance, when two of its points are at the same place or three vertices on one line.

Solution:
Don't try to fix this error, it will take you ages to find them in your level, and it wont harm you if you leave it.

You dont fit in the description of generally obviously and I can imagne faces with no area would cause some compile tools to get upset... Done any vertex namip lateley? Maybe pressed no instead of yes when "merge vertices" popped up?
 
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