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Engine error

Dive

New member
Aug 26, 2008
263
29
Engine error

Помогите плиз такая проблема - делаю карту, строение карты не сложное, там только подземелье, но после компиляции игра вылетает с ошибкой To many verts for a dynamic vertex buffer ( 32996>32768 ) Tell a programmer to up VERTEX_BUFFER_SIZE. Помогите плиз, что делать?
 
Last edited:

Noxter

Simpla Developer
Sep 2, 2007
2,766
36
2 Dive:
Покажи скрины с хамера и лог компила.
Но по моему у тебя дофига вертексов т.е. сложная геометрия на карте.
 

Dive

New member
Aug 26, 2008
263
29
Ниже скрины и компил.
PS я убрал уже сложные детали вроде круглых тоннелей и вроде заработало

Компил :
Code:
** Executing...
** Command: "e:\program files\steam\steamapps\dive155\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "e:\program files\steam\steamapps\dive155\half-life 2\hl2" "E:\Program Files\Steam\steamapps\dive155\sourcesdk_content\hl2\mapsrc\metro_lines"

Valve Software - vbsp.exe (Dec 11 2006)
4 threads
materialPath: e:\program files\steam\steamapps\dive155\half-life 2\hl2\materials
Loading E:\Program Files\Steam\steamapps\dive155\sourcesdk_content\hl2\mapsrc\metro_lines.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity point_spotlight (1113.00 -935.00 -202.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10240.0, -512.0, -100.5)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (9728.0, 0.0, -100.5)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8704.0, 0.0, -100.5)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (10240.0, -1536.0, -100.5)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (7680.0, 0.0, -100.5)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6656.0, 0.0, -100.5)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (5632.0, 0.0, -100.5)
Leaf 0 contents: 
Leaf 1 contents: CONTENTS_SOLID 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (9260.5, -3072.0, -100.5)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
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) (918538 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 4362 texinfos to 2595
Reduced 38 texdatas to 36 (799 bytes to 763)
Writing E:\Program Files\Steam\steamapps\dive155\sourcesdk_content\hl2\mapsrc\metro_lines.bsp
5 seconds elapsed

** Executing...
** Command: "e:\program files\steam\steamapps\dive155\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters:  -game "e:\program files\steam\steamapps\dive155\half-life 2\hl2" -noextra "E:\Program Files\Steam\steamapps\dive155\sourcesdk_content\hl2\mapsrc\metro_lines"

Valve Software - vrad.exe SSE (Nov  8 2007)
----- Radiosity Simulator ----
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading e:\program files\steam\steamapps\dive155\sourcesdk_content\hl2\mapsrc\metro_lines.bsp
No vis information, direct lighting only.
17771 faces
24 degenerate faces
1070141 square feet [154100368.00 square inches]
0 displacements
0 square feet [0.00 square inches]
166 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (19)
Build Patch/Sample Hash Table(s).....Done<0.0715 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 12 (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                  37/1024         1776/49152    ( 3.6%) 
brushes               2396/8192        28752/98304    (29.2%) 
brushsides           18721/65536      149768/524288   (28.6%) 
planes               13470/65536      269400/1310720  (20.6%) 
vertexes             26777/65536      321324/786432   (40.9%) 
nodes                11886/65536      380352/2097152  (18.1%) 
texinfos              2595/12288      186840/884736   (21.1%) 
texdata                 36/2048         1152/65536    ( 1.8%) 
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                17771/65536      995176/3670016  (27.1%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             8160/65536      456960/3670016  (12.5%) 
leaves               11924/65536      381568/2097152  (18.2%) 
leaffaces            19592/65536       39184/131072   (29.9%) 
leafbrushes           7881/65536       15762/131072   (12.0%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges           119668/512000     478672/2048000  (23.4%) 
edges                66068/256000     264272/1024000  (25.8%) 
LDR worldlights        166/8192        14608/720896   ( 2.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
waterstrips           1281/32768       12810/327680   ( 3.9%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         19740/65536       39480/131072   (30.1%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     6146296/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]       69493/393216   (17.7%) 
LDR leaf ambient     11924/65536      286176/1572864  (18.2%) 
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]           1/9774     ( 0.0%) 
pakfile               [variable]       10016/0        ( 0.0%) 

Level flags = 0

Win32 Specific Data:
physics               [variable]      918538/4194304  (21.9%) 
==== Total Win32 BSP file data space used: 11468393 bytes ====

Total triangle count: 51145
Writing e:\program files\steam\steamapps\dive155\sourcesdk_content\hl2\mapsrc\metro_lines.bsp
26 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "E:\Program Files\Steam\steamapps\dive155\sourcesdk_content\hl2\mapsrc\metro_lines.bsp" "e:\program files\steam\steamapps\dive155\half-life 2\hl2\maps\metro_lines.bsp"


** Executing...
** Command: "e:\program files\steam\steamapps\dive155\half-life 2\hl2.exe"
** Parameters: -game "e:\program files\steam\steamapps\dive155\half-life 2\hl2"  +map "metro_lines"[/сode]
 
Last edited:

Noxter

Simpla Developer
Sep 2, 2007
2,766
36
2 Dive:
Ты бы еще штук 100 скринов на весь экран накидал было бы ваще круто все видно!!!
В следующий раз когда лог кидаеш ставь перед текстом тег
Code:
 и после [/сode]
 

Sadi

Шестиструнный Самурай
Jun 17, 2005
3,105
40
22
0
  • Спец медаль MC
  • Золотая медаль 221
  • Бронзовая медаль 211
Автор получает предупреждение за превышение размеров изображеий, вставленных через IMG код
 

FiEctro

Супер Модератор
Staff member
Супер Модератор
Jul 28, 2006
17,167
33
  • Золотая медаль 213
  • Neh
2 Dive:
Неужели в хл2 нет нормальных моделей рельс %) ?