Re: Map coordinate extents are too large!!
Posted by Goat64 on
Fri Mar 11th 2005 at 7:04pm
13 posts
1 snarkmarks
Registered:
Feb 22nd 2005
Occupation: Student
Location: England
I can't load the map because it says
] map block
Spawn Server block
Begin loading faces (loads materials)
End loading faces (loads materials)
Host_EndGame: Map coordinate extents are too large!!
Check for errors!
i have checked thoroguh the compile log and cant see anything wrong maybe you can
** Executing...
** Command: "c:valvesteamsteamappswil64sourcesdkbinvbsp.exe"
** Parameters: -game "c:valvesteamsteamappswil64half-life 2
deathmatchhl2mp" "C:ValveSteamSteamAppswil64half-life 2
deathmatchhl2mpmapsfun"
Valve Software - vbsp.exe (Jan 19 2005)
2 threads
materialPath: c:valvesteamsteamappswil64half-life 2 deathmatchhl2mpmaterials
Loading C:ValveSteamSteamAppswil64half-life 2 deathmatchhl2mpmapsfun.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:ValveSteamSteamAppswil64half-life 2 deathmatchhl2mpmapsfun.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
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 (0) (39521 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (39521 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:ValveSteamSteamAppswil64half-life 2 deathmatchhl2mpmapsfun.bsp
1 second elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 2
** Executing...
** Command: "c:valvesteamsteamappswil64sourcesdkbinvvis.exe"
** Parameters: -game "c:valvesteamsteamappswil64half-life 2
deathmatchhl2mp" -fast "C:ValveSteamSteamAppswil64half-life 2
deathmatchhl2mpmapsfun"
Valve Software - vvis.exe (Dec 15 2004)
fastvis = true
2 threads
reading c:valvesteamsteamappswil64half-life 2 deathmatchhl2mpmapsfun.bsp
reading c:valvesteamsteamappswil64half-life 2 deathmatchhl2mpmapsfun.prt
123 portalclusters
350 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 414 visible clusters (0.00%)
Total clusters visible: 8715
Average clusters visible: 70
Building PAS...
Average clusters audible: 123
visdatasize:4947 compressed from 3936
writing c:valvesteamsteamappswil64half-life 2 deathmatchhl2mpmapsfun.bsp
0 seconds elapsed
** Executing...
** Command: "c:valvesteamsteamappswil64sourcesdkbinvrad.exe"
** Parameters: -game "c:valvesteamsteamappswil64half-life 2
deathmatchhl2mp" -noextra "C:ValveSteamSteamAppswil64half-life 2
deathmatchhl2mpmapsfun"
Valve Software - vrad.exe (Mar 8 2005)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:valvesteamsteamappswil64half-life 2 deathmatchhl2mpmapsfun.bsp
532 faces
27168 square feet [3912251.75 square inches]
0 displacements
0 square feet [0.00 square inches]
532 patches before subdivision
3876 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 249399, max 228
transfer lists: 1.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0053 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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
18/1024
864/49152 ( 1.8%)
brushes
102/8192
1224/98304 ( 1.2%)
brushsides
999/65536
7992/524288 ( 1.5%)
planes
1094/65536 21880/1310720 (
1.7%)
vertexes
797/65536
9564/786432 ( 1.2%)
nodes
376/65536 12032/2097152 (
0.6%)
texinfos
138/12288
9936/884736 ( 1.1%)
texdata
11/2048
352/65536 ( 0.5%)
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
532/65536 29792/3670016 (
0.8%)
origfaces
396/65536 22176/3670016 (
0.6%)
leaves
395/65536 22120/3670016 (
0.6%)
leaffaces
544/65536
1088/131072 ( 0.8%)
leafbrushes
140/65536
280/131072 ( 0.2%)
surfedges
3946/512000 15784/2048000 ( 0.8%)
edges
2183/256000 8732/1024000 (
0.9%)
worldlights
0/8192
0/720896 ( 0.0%)
waterstrips
19/32768
190/327680 ( 0.1%)
waterverts
0/65536
0/786432 ( 0.0%)
waterindices
330/65536
660/131072 ( 0.5%)
cubemapsamples
0/1024
0/16384 ( 0.0%)
overlays
0/512
0/180224 ( 0.0%)
lightdata
[variable]
158028/0 ( 0.0%)
visdata
[variable] 4947/16777216 (
0.0%)
entdata
[variable]
9455/393216 ( 2.4%)
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]
19982/0 ( 0.0%)
Win32 Specific Data:
physics
[variable] 39521/4194304 (
0.9%)
Total Win32 BSP file data space used: 396601 bytes
Linux Specific Data:
physicssurface
[variable] 39521/6291456 (
0.6%)
Total Linux BSP file data space used: 396601 bytes
Total triangle count: 1272
Writing c:valvesteamsteamappswil64half-life 2 deathmatchhl2mpmapsfun.bsp
2 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:ValveSteamSteamAppswil64half-life 2
deathmatchhl2mpmapsfun.bsp"
"c:valvesteamsteamappswil64half-life 2
deathmatchhl2mpmapsfun.bsp"
Thanx for help
Re: Map coordinate extents are too large!!
Posted by iceman on
Fri Mar 11th 2005 at 11:55pm
Posted
2005-03-11 11:55pm
31 posts
3 snarkmarks
Registered:
Jan 26th 2005
this generaly meens that you have a brush that extends beyond the end points of your grid. Do you have one? Try Alt+P if you don't see one to just check.
Is your map built in the corner of the grid by any chance?
If it is try moving it to around the point (0,0,0)