Jump to content

stack overflow in neighbors

Sign in to follow this  

Recommended Posts

** Executing...

** Command: "c:\program files\steam\steamapps\cameronneujahr\sourcesdk\bin\orangebox\bin\vbsp.exe"

** Parameters: -game "c:\program files\steam\steamapps\cameronneujahr\counter-strike source\cstrike" "C:\Documents and Settings\Vincent Vega\My Documents\cs_ggc.vmf"

 

Valve Software - vbsp.exe (Oct 25 2011)

2 threads

materialPath: c:\program files\steam\steamapps\cameronneujahr\counter-strike source\cstrike\materials

Loading C:\Documents and Settings\Vincent Vega\My Documents\cs_ggc.vmf

ConVarRef mat_reduceparticles doesn't point to an existing ConVar

Could not locate 'GameData' key in c:\program files\steam\steamapps\cameronneujahr\counter-strike source\cstrike\gameinfo.txt

Patching WVT material: maps/cs_ggc/nature/blenddirtgrass001a_wvt_patch

Patching WVT material: maps/cs_ggc/de_tides/blend_concrete_dirt_wvt_patch

fixing up env_cubemap materials on brush sides...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

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 (2)

Find Visible Detail Sides...

Merged 3876 detail faces...done (4)

Merging details...done (0)

FixTjuncs...

PruneNodes...

WriteBSP...

done (2)

writing C:\Documents and Settings\Vincent Vega\My Documents\cs_ggc.prt...Building visibility clusters...

done (0)

Creating default LDR cubemaps for env_cubemap using skybox materials:

skybox/starrynight*.vmt

! Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:

skybox/starrynight*.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 (3) (777019 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 2543 texinfos to 1272

Reduced 175 texdatas to 120 (6913 bytes to 4902)

Writing C:\Documents and Settings\Vincent Vega\My Documents\cs_ggc.bsp

21 seconds elapsed

 

** Executing...

** Command: "c:\program files\steam\steamapps\cameronneujahr\sourcesdk\bin\orangebox\bin\vrad.exe"

** Parameters: -game "c:\program files\steam\steamapps\cameronneujahr\counter-strike source\cstrike" "C:\Documents and Settings\Vincent Vega\My Documents\cs_ggc"

 

Valve Software - vrad.exe SSE (Oct 25 2011)

 

Valve Radiosity Simulator

2 threads

[Reading texlights from 'lights.rad']

[1 texlights parsed from 'lights.rad']

 

Loading c:\documents and settings\vincent vega\my documents\cs_ggc.bsp

No vis information, direct lighting only.

Setting up ray-trace acceleration structure... Done (12.69 seconds)

10807 faces

37 degenerate faces

330857 square feet [47643440.00 square inches]

0 Displacements

0 Square Feet [0.00 Square Inches]

Stack overflow in neighbors

 

 

** Executing...

** Command: Copy File

** Parameters: "C:\Documents and Settings\Vincent Vega\My Documents\cs_ggc.bsp" "c:\program files\steam\steamapps\cameronneujahr\counter-strike source\cstrike\maps\cs_ggc.bsp"

 

 

I don't understand how to fix this

How am I supposed to find out where this stack overflow is happening

my map has complex lighting and detailed brush work but it is nothing beyond the engine limits

ughhhh!!!!!

Share this post


Link to post

I could be mistaken here, but isn't it supposed to vvis before it gets to vrad?

 

Also, I could be mistaken again, but if memory serves you could set how detailed shadows are on particular surfaces. Have you messed around with that at all?

 

EDIT: Some googling suggests that it could be an issue with lighting on a brush that has too many faces. You could try turning complex brushwork for things such as stairs in to func_detail entities.

Feel free to PM me about almost anything and I'll do my best to answer. :)

 

"Beware of what you ask for, for it may come to pass..."

Share this post


Link to post
try making your lightmap scale larger (16 to 8, 8 to 4, etc)

 

THAT'S what I was thinking of when referring to shadow detail! :D

Feel free to PM me about almost anything and I'll do my best to answer. :)

 

"Beware of what you ask for, for it may come to pass..."

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in the community.

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  


×
×
  • Create New...

This website uses cookies, as do most websites since the 90s. By using this site, you consent to cookies. We have to say this or we get in trouble. Learn more.