Error! Too many detail props emitted on Created 17 years ago2006-08-02 19:08:40 UTC by DeetBeat DeetBeat

Created 17 years ago2006-08-02 19:08:40 UTC by DeetBeat DeetBeat

Posted 17 years ago2006-08-02 19:08:40 UTC Post #192302
my problem is, that when i compile my map, i doesn't seem to save my changes (well, in the VTM file i does, but not in the BSP)

at some point it says:

Placing detail props : 0...1...2...3...4...5...6...7Error! Too many detail props emitted on this map!

I don't have a clue what that means.. but if i remeber correctly, I had the same problem with worldcraft some years back (it's been a while since i last made a map, so im back to starters)

if that's not the problem, this must be it:

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
** leaked **

but i can't se how that could be the problem, as I have put a sky box all around the map..

here is the entire compiler code... thingy..:

** Executing...
** Command: "c:programmersteamsteamappsmikk0384sourcesdkbinvbsp.exe"
** Parameters: -game "c:programmersteamsteamappsmikk0384half-life 2 deathmatchhl2mp" "C:ProgrammerSteamsteamappsmikk0384sourcesdk_contenthl2mpmapsrcgh"

Valve Software - vbsp.exe (Jan 2 2006)
2 threads
materialPath: c:programmersteamsteamappsmikk0384half-life 2 deathmatchhl2mpmaterials
Loading C:ProgrammerSteamsteamappsmikk0384sourcesdk_contenthl2mpmapsrcgh.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
** leaked **
Entity info_player_deathmatch (3140.27 9940.00 -6032.16) leaked!
Processing areas...done (0)
Building Faces...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
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 (0) (105061 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (105061 bytes)
Placing detail props : 0...1...2...3...4...5...6...7Error! Too many detail props emitted on this map!

** Executing...
** Command: "c:programmersteamsteamappsmikk0384sourcesdkbinvvis.exe"
** Parameters: -game "c:programmersteamsteamappsmikk0384half-life 2 deathmatchhl2mp" "C:ProgrammerSteamsteamappsmikk0384sourcesdk_contenthl2mpmapsrcgh"

Valve Software - vvis.exe (Jan 2 2006)
2 threads
reading c:programmersteamsteamappsmikk0384sourcesdk_contenthl2mpmapsrcgh.bsp
reading c:programmersteamsteamappsmikk0384sourcesdk_contenthl2mpmapsrcgh.prt
LoadPortals: couldn't read c:programmersteamsteamappsmikk0384sourcesdk_contenthl2mpmapsrcgh.prt

** Executing...
** Command: "c:programmersteamsteamappsmikk0384sourcesdkbinvrad.exe"
** Parameters: -game "c:programmersteamsteamappsmikk0384half-life 2 deathmatchhl2mp" "C:ProgrammerSteamsteamappsmikk0384sourcesdk_contenthl2mpmapsrcgh"

Valve Software - vrad.exe SSE (Jan 16 2006)
--- Radiosity Simulator --
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:programmersteamsteamappsmikk0384sourcesdk_contenthl2mpmapsrcgh.bsp
278 faces
16684 square feet [2402591.00 square inches]
0 displacements
0 square feet [0.00 square inches]
278 patches before subdivision
2786 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 159693, max 189
transfer lists: 1.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0026 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Ready to Finish
0 of 0 (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 1/1024 48/49152 ( 0.1%)
brushes 55/8192 660/98304 ( 0.7%)
brushsides 330/65536 2640/524288 ( 0.5%)
planes 328/65536 6560/1310720 ( 0.5%)
vertexes 573/65536 6876/786432 ( 0.9%)
nodes 192/65536 6144/2097152 ( 0.3%)
texinfos 9/12288 648/884736 ( 0.1%)
texdata 7/2048 224/65536 ( 0.3%)
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 278/65536 15568/3670016 ( 0.4%)
origfaces 111/65536 6216/3670016 ( 0.2%)
leaves 194/65536 6208/2097152 ( 0.3%)
leaffaces 319/65536 638/131072 ( 0.5%)
leafbrushes 325/65536 650/131072 ( 0.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1802/512000 7208/2048000 ( 0.4%)
edges 1016/256000 4064/1024000 ( 0.4%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 31/32768 310/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 489/65536 978/131072 ( 0.7%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 82304/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 2261/16777216 ( 0.0%)
entdata [variable] 376/393216 ( 0.1%)
LDR leaf ambient 194/65536 4656/1572864 ( 0.3%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/12 ( 8.3%)
pakfile [variable] 7346/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 20125/4194304 ( 0.5%)

Total Win32 BSP file data space used: 182726 bytes

Linux Specific Data:
physicssurface [variable] 20125/6291456 ( 0.3%)

Total Linux BSP file data space used: 182726 bytes

Total triangle count: 802
Writing c:programmersteamsteamappsmikk0384sourcesdk_contenthl2mpmapsrcgh.bsp
2 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:ProgrammerSteamsteamappsmikk0384sourcesdk_contenthl2mpmapsrcgh.bsp" "c:programmersteamsteamappsmikk0384half-life 2 deathmatchhl2mpmapsgh.bsp"

If anyone can help me.. please do so :)
Posted 17 years ago2006-08-02 19:12:15 UTC Post #192303
There's a leak in the map.
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...1
0 (0)
** leaked **
Posted 17 years ago2006-08-02 19:19:46 UTC Post #192305
hmm.. yeah, it was.. though i wonder why parts of my grouped skybox disappered :S
Posted 17 years ago2006-08-02 19:31:08 UTC Post #192308
I fixed the leak, but it still does not save the BSP?

and it still says "Placing detail props : 0...1...2...3...4...5...6...7Error! Too many detail props emitted on this map!"

which i don't know what is..?
Posted 17 years ago2006-08-02 19:38:59 UTC Post #192310
You have a texture that is creating grass on it's surface. You have either too large of a brush with this texture, or too many brushes with this texture.

Try changing some nature textures to ones that don't make grass on it's surface.
Posted 17 years ago2006-08-03 14:32:07 UTC Post #192355
Hammer is buggy my friend...It sometimes stops remembering groups and they all dissapear until you re-load the map in Hammer.

I know too well the countless bugs that have annoyed me...
Habboi HabboiSticky White Love Glue
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