Vismap Expansion Overflow ?
Avitar
Join Date: 2003-09-11 Member: 20760Members
<div class="IPBDescription">Compile error; ns_postpile....</div> I am having problems compiling my map.. I keep recieving this compile error during compile: "Vismap expansion overflow". I haven't seen much on many error sites (Tommys for example.) detailing this error and how to fix it.
Would using 'hints' and func_wall brushes help over come this? What about stretching the textures on the cliff faces to twice the size (I have no idea how to do that though)?
i did away with the fog/cloud effects but no dice; the tree model has a deceivingly low poly count =)
Any help would be appreciative.
PS: This is my first map and it took about 6 hours
Here are some Editor Screenys:
<img src='http://www.avitar.net/pic/ns_postpile/ns_postpile1.jpg' border='0' alt='user posted image' />
<img src='http://www.avitar.net/pic/ns_postpile/ns_postpile2.jpg' border='0' alt='user posted image' />
<img src='http://www.avitar.net/pic/ns_postpile/ns_postpile3.jpg' border='0' alt='user posted image' />
<img src='http://www.avitar.net/pic/ns_postpile/ns_postpile4.jpg' border='0' alt='user posted image' />
Full compile Log:
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
** Executing...
** Command: Change Directory
** Parameters: C:\Program Files\Steam
** Executing...
** Command: Copy File
** Parameters: "C:\hammer\maps\ns_postpile.map" "C:\Program Files\Steam\SteamApps\skyceo@aol.com\half-life\nsp\maps\ns_postpile.map"
** Executing...
** Command: C:\ztools\hlcsg.exe
** Parameters: "C:\Program Files\Steam\SteamApps\skyceo@aol.com\half-life\nsp\maps\ns_postpile"
hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: C:\ztools\hlcsg.exe "C:\Program Files\Steam\SteamApps\skyceo@aol.com\half-life\nsp\maps\ns_postpile"
Entering C:\Program Files\Steam\SteamApps\skyceo@aol.com\half-life\nsp\maps\ns_postpile.map
Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]
Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.63 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.39 seconds)
Using Wadfile: \hammer\ns_postpile.wad
- Contains 13 used textures, 92.86 percent of map (18 textures in wad)
Using Wadfile: \program files\steam\steamapps\skyceo@aol.com\half-life\halflife.wad
- Contains 1 used texture, 7.14 percent of map (3116 textures in wad)
Using Wadfile: \program files\steam\steamapps\skyceo@aol.com\half-life\nsp\ns.wad
- Contains 0 used textures, 0.00 percent of map (578 textures in wad)
Texture usage is at 0.50 mb (of 4.00 mb MAX)
2.12 seconds elapsed
----- END hlcsg -----
** Executing...
** Command: C:\ztools\hlbsp.exe
** Parameters: "C:\Program Files\Steam\SteamApps\skyceo@aol.com\half-life\nsp\maps\ns_postpile"
hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: C:\ztools\hlbsp.exe "C:\Program Files\Steam\SteamApps\skyceo@aol.com\half-life\nsp\maps\ns_postpile"
Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)
BSP generation successful, writing portal file 'C:\Program Files\Steam\SteamApps\skyceo@aol.prt'
8.42 seconds elapsed
----- END hlbsp -----
** Executing...
** Command: C:\ztools\hlvis.exe
** Parameters: -fast "C:\Program Files\Steam\SteamApps\skyceo@aol.com\half-life\nsp\maps\ns_postpile"
g_fastvis = true
hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: C:\ztools\hlvis.exe -fast "C:\Program Files\Steam\SteamApps\skyceo@aol.com\half-life\nsp\maps\ns_postpile"
7262 portalleafs
23777 numportals
-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]
fast vis [ on ] [ off ]
full vis [ off ] [ off ]
BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (411.86 seconds)
Error: Vismap expansion overflow
----- END hlvis -----
** Executing...
** Command: C:\ztools\hlrad.exe
** Parameters: "C:\Program Files\Steam\SteamApps\skyceo@aol.com\half-life\nsp\maps\ns_postpile"
hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: C:\ztools\hlrad.exe "C:\Program Files\Steam\SteamApps\skyceo@aol.com\half-life\nsp\maps\ns_postpile"
>> There was a problem compiling the map.
>> Check the file C:\Program Files\Steam\SteamApps\skyceo@aol.log for the cause.
----- END hlrad -----
** Executing...
** Command: C:\PROGRA~1\Steam\Steam.exe
** Parameters: -applaunch 70 -game nsp +map "ns_postpile"
<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
Would using 'hints' and func_wall brushes help over come this? What about stretching the textures on the cliff faces to twice the size (I have no idea how to do that though)?
i did away with the fog/cloud effects but no dice; the tree model has a deceivingly low poly count =)
Any help would be appreciative.
PS: This is my first map and it took about 6 hours
Here are some Editor Screenys:
<img src='http://www.avitar.net/pic/ns_postpile/ns_postpile1.jpg' border='0' alt='user posted image' />
<img src='http://www.avitar.net/pic/ns_postpile/ns_postpile2.jpg' border='0' alt='user posted image' />
<img src='http://www.avitar.net/pic/ns_postpile/ns_postpile3.jpg' border='0' alt='user posted image' />
<img src='http://www.avitar.net/pic/ns_postpile/ns_postpile4.jpg' border='0' alt='user posted image' />
Full compile Log:
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
** Executing...
** Command: Change Directory
** Parameters: C:\Program Files\Steam
** Executing...
** Command: Copy File
** Parameters: "C:\hammer\maps\ns_postpile.map" "C:\Program Files\Steam\SteamApps\skyceo@aol.com\half-life\nsp\maps\ns_postpile.map"
** Executing...
** Command: C:\ztools\hlcsg.exe
** Parameters: "C:\Program Files\Steam\SteamApps\skyceo@aol.com\half-life\nsp\maps\ns_postpile"
hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: C:\ztools\hlcsg.exe "C:\Program Files\Steam\SteamApps\skyceo@aol.com\half-life\nsp\maps\ns_postpile"
Entering C:\Program Files\Steam\SteamApps\skyceo@aol.com\half-life\nsp\maps\ns_postpile.map
Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]
Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]
0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.63 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.39 seconds)
Using Wadfile: \hammer\ns_postpile.wad
- Contains 13 used textures, 92.86 percent of map (18 textures in wad)
Using Wadfile: \program files\steam\steamapps\skyceo@aol.com\half-life\halflife.wad
- Contains 1 used texture, 7.14 percent of map (3116 textures in wad)
Using Wadfile: \program files\steam\steamapps\skyceo@aol.com\half-life\nsp\ns.wad
- Contains 0 used textures, 0.00 percent of map (578 textures in wad)
Texture usage is at 0.50 mb (of 4.00 mb MAX)
2.12 seconds elapsed
----- END hlcsg -----
** Executing...
** Command: C:\ztools\hlbsp.exe
** Parameters: "C:\Program Files\Steam\SteamApps\skyceo@aol.com\half-life\nsp\maps\ns_postpile"
hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: C:\ztools\hlbsp.exe "C:\Program Files\Steam\SteamApps\skyceo@aol.com\half-life\nsp\maps\ns_postpile"
Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]
noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)
BSP generation successful, writing portal file 'C:\Program Files\Steam\SteamApps\skyceo@aol.prt'
8.42 seconds elapsed
----- END hlbsp -----
** Executing...
** Command: C:\ztools\hlvis.exe
** Parameters: -fast "C:\Program Files\Steam\SteamApps\skyceo@aol.com\half-life\nsp\maps\ns_postpile"
g_fastvis = true
hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: C:\ztools\hlvis.exe -fast "C:\Program Files\Steam\SteamApps\skyceo@aol.com\half-life\nsp\maps\ns_postpile"
7262 portalleafs
23777 numportals
-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]
fast vis [ on ] [ off ]
full vis [ off ] [ off ]
BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (411.86 seconds)
Error: Vismap expansion overflow
----- END hlvis -----
** Executing...
** Command: C:\ztools\hlrad.exe
** Parameters: "C:\Program Files\Steam\SteamApps\skyceo@aol.com\half-life\nsp\maps\ns_postpile"
hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: C:\ztools\hlrad.exe "C:\Program Files\Steam\SteamApps\skyceo@aol.com\half-life\nsp\maps\ns_postpile"
>> There was a problem compiling the map.
>> Check the file C:\Program Files\Steam\SteamApps\skyceo@aol.log for the cause.
----- END hlrad -----
** Executing...
** Command: C:\PROGRA~1\Steam\Steam.exe
** Parameters: -applaunch 70 -game nsp +map "ns_postpile"
<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
Comments
Offtopic-> you need to work on you texture alignment, the doors don't seem to line up or anything...
Thanks I am trying that now.. so far the compile is to the Vis leaves section below <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (411.86 seconds)<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
the rest of you please stay on topic <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Xyth:
There are no leaks... I just finished the leak battle and am trying to get my first compile off the map. Most of the time from my experiance you will not get the message: "BSP generation successful" if you have leaks because it won't get that far in the compile. The map is only about 75% done btw. I just textured the door with an elevator texture temporarly to test the map (lazy).... that is obviously not the final texture i will be using <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
The Cheat:
Seeing how there are far fewer turtorials for NS than CS i have to admit that this map was aided almost entirely from CS tutorials & the good tutotial by ChromeAngel. I wanted to make a good out door map for NS.. you know be different, creative, and unique rather than imitate others.