Failed to write map

Failed to write map

Re: Failed to write map Posted by erbetal on Wed Oct 15th 2008 at 11:34pm
erbetal
87 posts
Posted 2008-10-15 11:34pm
erbetal
member
87 posts 11 snarkmarks Registered: Mar 29th 2008 Location: Canada
** Executing...
** Command: "c:\\program files\\steam\\steamapps\\erbetal\\sourcesdk\\bin\\orangebox\\bin\\vbsp.exe"
** Parameters: -game "c:\\program files\\steam\\steamapps\\erbetal\\team fortress 2\\tf" "C:\\Program Files\\Steam\\SteamApps\\erbetal\\sourcesdk_content\\tf\\mapsrc\\- Textured"

Valve Software - vbsp.exe (Mar 11 2008)
1 threads
materialPath: c:\\program files\\steam\\steamapps\\erbetal\\team fortress 2\\tf\\materials
Loading C:\\Program Files\\Steam\\SteamApps\\erbetal\\sourcesdk_content\\tf\\mapsrc\\- Textured.vmf
Patching WVT material: maps/- textured/nature/blendrockground007_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (5)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (4)
Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (3)
writing C:\\Program Files\\Steam\\SteamApps\\erbetal\\sourcesdk_content\\tf\\mapsrc\\- Textured.prt...Building visibility clusters...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.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) (754171 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 507 texinfos to 411
Reduced 31 texdatas to 25 (899 bytes to 659)
Writing C:\\Program Files\\Steam\\SteamApps\\erbetal\\sourcesdk_content\\tf\\mapsrc\\- Textured.bsp
32 seconds elapsed

** Executing...
** Command: "c:\\program files\\steam\\steamapps\\erbetal\\sourcesdk\\bin\\orangebox\\bin\\vvis.exe"
** Parameters: -game "c:\\program files\\steam\\steamapps\\erbetal\\team fortress 2\\tf" "C:\\Program Files\\Steam\\SteamApps\\erbetal\\sourcesdk_content\\tf\\mapsrc\\- Textured"

Valve Software - vvis.exe (Mar 11 2008)
1 threads
reading c:\\program files\\steam\\steamapps\\erbetal\\sourcesdk_content\\tf\\mapsrc\\- Textured.bsp
reading c:\\program files\\steam\\steamapps\\erbetal\\sourcesdk_content\\tf\\mapsrc\\- Textured.prt
4943 portalclusters
18333 numportals
BasePortalVis: 0...1...2...3...4...5Error trying to allocate 4584 bytes.

** Executing...
** Command: "c:\\program files\\steam\\steamapps\\erbetal\\sourcesdk\\bin\\orangebox\\bin\\vrad.exe"
** Parameters: -game "c:\\program files\\steam\\steamapps\\erbetal\\team fortress 2\\tf" "C:\\Program Files\\Steam\\SteamApps\\erbetal\\sourcesdk_content\\tf\\mapsrc\\- Textured"

Valve Software - vrad.exe SSE (Mar 11 2008)

Valve Radiosity Simulator
1 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\\program files\\steam\\steamapps\\erbetal\\sourcesdk_content\\tf\\mapsrc\\- Textured.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (7.57 seconds)
13620 faces
4 degenerate faces
4257152 square feet [613029952.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
can't solve quadratic for light 2540.000000 2540.000000
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (9)
Build Patch/Sample Hash Table(s).....Done<0.3650 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (41)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (458)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 5/1024 240/49152 ( 0.5%)
brushes 1873/8192 22476/98304 (22.9%)
brushsides 18450/65536 147600/524288 (28.2%)
planes 13620/65536 272400/1310720 (20.8%)
vertexes 17932/65536 215184/786432 (27.4%)
nodes 7918/65536 253376/2097152 (12.1%)
texinfos 411/12288 29592/884736 ( 3.3%)
texdata 25/2048 800/65536 ( 1.2%)
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 13620/65536 762720/3670016 (20.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 7032/65536 393792/3670016 (10.7%)
leaves 7924/65536 253568/2097152 (12.1%)
leaffaces 15300/65536 30600/131072 (23.3%)
leafbrushes 6517/65536 13034/131072 ( 9.9%)
areas 2/256 16/2048 ( 0.8%)
surfedges 93910/512000 375640/2048000 (18.3%)
edges 53616/256000 214464/1024000 (20.9%)
LDR worldlights 1/8192 88/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 929/32768 9290/327680 ( 2.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 14529/65536 29058/131072 (22.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 24463136/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 3810/393216 ( 1.0%)
LDR ambient table 7924/65536 31696/262144 (12.1%)
HDR ambient table 7924/65536 31696/262144 (12.1%)
LDR leaf ambient 4967/65536 139076/1835008 ( 7.6%)
HDR leaf ambient 7924/65536 221872/1835008 (12.1%)
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] 1/206 ( 0.5%)
pakfile [variable] 212964/0 ( 0.0%)
physics [variable] 754171/4194304 (18.0%)
physics terrain [variable] 2/1048576 ( 0.0%)

Is there a problem?

Level flags = 0

Total triangle count: 37772
Writing c:\\program files\\steam\\steamapps\\erbetal\\sourcesdk_content\\tf\\mapsrc\\- Textured.bsp
File write failure

** Executing...
** Command: Copy File
** Parameters: "C:\\Program Files\\Steam\\SteamApps\\erbetal\\sourcesdk_content\\tf\\mapsrc\\- Textured.bsp" "c:\\program files\\steam\\steamapps\\erbetal\\team fortress 2\\tf\\maps\\- Textured.bsp"

** Executing...
** Command: "c:\\program files\\steam\\steamapps\\erbetal\\team fortress 2\\hl2.exe"
** Parameters: -game "c:\\program files\\steam\\steamapps\\erbetal\\team fortress 2\\tf" +map "Cp_Castle"
Re: Failed to write map Posted by haymaker on Thu Oct 16th 2008 at 1:38am
haymaker
439 posts
Posted 2008-10-16 1:38am
haymaker
member
439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
from interlopers error checker
It specifies vrad, but i guess it's possible vvis could choke too; that's a pretty high triangle count you have

Error trying to allocate # bytes

Description:
Vrad.exe did not have enough memory to finish it's task. There are two causes: 1) You are running low on memory (ram + pagefile). 2) Vrad.exe is chocking on some very complicated bit of your map, causing it to ask a lot of memory which doesn't exist (like infinite sizes).

Solution:
If you are running low on free memory (ctr+alt+del to see that) try increasing the pagefile if you aren't letting Windows take care of it. If not, use cordon tools to isolate the problemarea in your map (might be a broken brush, or simply too complex geometry) and see what you can do to fix it. Rados&#322;aw Rak suggests using the custom compile tools (see below), as they dont seem to be troubled by this error. Dan Prati informed me that is mostly a problem with very large, open maps, or particularly detailed ones (or as part of an engine limitation to the total amount of lightmaps). Reducing the lightmap resolution on larger surfaces, or particularly complex objects, can fix this problem. If this is not acceptable, or does not fix the error, reducing lightmap resolution across the entire map may be necessary. This provides a solution when there is no single map element that is causing the error, and simply deleting map objects won't fix the problem.
Re: Failed to write map Posted by erbetal on Thu Oct 16th 2008 at 11:21am
erbetal
87 posts
Posted 2008-10-16 11:21am
erbetal
member
87 posts 11 snarkmarks Registered: Mar 29th 2008 Location: Canada
Yeah, windows warned me few times about my low memory, it might be the problem.
Im soon gonna increase my ram.
Re: Failed to write map Posted by Le Chief on Fri Oct 17th 2008 at 6:25am
Le Chief
2605 posts
Posted 2008-10-17 6:25am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Try to incease your swap file.

To do this, open the Properties for 'My Computer', go to the advanced tab, in the performance section click 'settings', go to the advanced tab, in the virtual memory section click change, select a desired drive, make sure the "custom size" radio box is enabled and select your initial and maximum page size (in mb).

Set as high as you can, my initial size is 4000mb and maximum size is 5000mb. Remember that the swap file will consume your hard drive space, if you do not have much free space left you can not increase your swap file.

Once you have finished, click 'set' than click 'ok'. You will need to restart.
Aaron's Stuff
Re: Failed to write map Posted by erbetal on Sat Oct 18th 2008 at 2:52am
erbetal
87 posts
Posted 2008-10-18 2:52am
erbetal
member
87 posts 11 snarkmarks Registered: Mar 29th 2008 Location: Canada
Ok, ive puted it to 3500 mb, but now, the compilling process freezes when i get to theportal-flow thing. My map is detailed but not as much as some i saw in the pit, i dont understand why i cant make huge maps. (and detailed) :confused:
Re: Failed to write map Posted by Le Chief on Sat Oct 18th 2008 at 8:12am
Le Chief
2605 posts
Posted 2008-10-18 8:12am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Hmm, if you want, you can send me the vmf and I can compile it on my machine to see if this happens with me.
Aaron's Stuff
Re: Failed to write map Posted by erbetal on Sat Oct 18th 2008 at 4:33pm
erbetal
87 posts
Posted 2008-10-18 4:33pm
erbetal
member
87 posts 11 snarkmarks Registered: Mar 29th 2008 Location: Canada
Ok, i've solved a part of the problem by transforming almost all my solids in func_wall(s) and by removing the shadows of my map. >I dont care about shadows cause its a TF2 map...

But the triangle count is still too high and the compile program can't write the bsp file. :(

Help!
Is (map as no textures) telling you something? Because after running my map, (trying to), windows reported this error. Maybee its relied to the func_walls?