Source SDK

Source SDK

oulun levein Sep 30, 2015 @ 10:33am
Compiling Error/Map Doesn't Load
Each time I try and load the map, it stops at "Initializing world" or something like that and jumps back at main menu. The console says something like this:

---- Host_NewGame ----
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metal_treadplate-ssbump
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metalfloor001a
env_cubemap used on world geometry without rebuilding map. . ignoring: metal/metal_corrugated01b
env_cubemap used on world geometry without rebuilding map. . ignoring: de_nuke/nukdoorsb
env_cubemap used on world geometry without rebuilding map. . ignoring: stone/counter01
env_cubemap used on world geometry without rebuilding map. . ignoring: glass/urban_glass_03
Host_EndGame: Map coordinate extents are too large!!
Check for errors!

Here are the compiling logs:

Loading D:\Steam Games\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps\de_contain.vmf
Map revision 347
Patching WVT material: maps/de_contain/asphalt/hr_conc_a_damage_e_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 82 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\Steam Games\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps\de_contain.prt...Building visibility clusters...
done (0)
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) (98699 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 650 texinfos to 424
Reduced 36 texdatas to 32 (903 bytes to 758)
Writing D:\Steam Games\steamapps\common\Counter-Strike Global Offensive\sdk_content\maps\de_contain.bsp
0 seconds elapsed



8 threads
reading d:\steam games\steamapps\common\counter-strike global offensive\sdk_content\maps\de_contain.bsp
reading d:\steam games\steamapps\common\counter-strike global offensive\sdk_content\maps\de_contain.prt
513 portalclusters
1549 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 704 visible clusters (0.00%)
Total clusters visible: 72153
Average clusters visible: 140
Building PAS...
Average clusters audible: 490
visdatasize:64517 compressed from 73872
writing d:\steam games\steamapps\common\counter-strike global offensive\sdk_content\maps\de_contain.bsp
3 seconds elapsed



[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']

Loading d:\steam games\steamapps\common\counter-strike global offensive\sdk_content\maps\de_contain.bsp
2145 faces
3 degenerate faces
529562 square feet [76257024.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
2142 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
58532 patches after subdivision
67 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 9633756, max 641
transfer lists: 73.5 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(106688, 93063, 80898)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(27401, 22474, 17087)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(9436, 7545, 5024)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(3733, 2872, 1672)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(1587, 1159, 587)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(688, 473, 208)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(302, 195, 75)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(133, 81, 27)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(59, 34, 10)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(26, 14, 3)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(12, 6, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(5, 2, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(2, 1, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(1, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0264 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 12/1024 576/49152 ( 1.2%)
brushes 260/8192 3120/98304 ( 3.2%)
brushsides 1600/65536 12800/524288 ( 2.4%)
planes 1112/65536 22240/1310720 ( 1.7%)
vertexes 3500/65536 42000/786432 ( 5.3%)
nodes 1082/65536 34624/2097152 ( 1.7%)
texinfos 424/12288 30528/884736 ( 3.5%)
texdata 32/2048 1024/65536 ( 1.6%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_multiblend 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 2145/65536 120120/3670016 ( 3.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 892/65536 49952/3670016 ( 1.4%)
facebrushes 33/0 66/0 ( 0.0%)
facebrushlists 2145/0 8580/0 ( 0.0%)
leaves 1095/65536 35040/2097152 ( 1.7%)
leaffaces 2653/65536 5306/131072 ( 4.0%)
leafbrushes 657/65536 1314/131072 ( 1.0%)
areas 2/1024 16/8192 ( 0.2%)
surfedges 13968/512000 55872/2048000 ( 2.7%)
edges 7625/256000 30500/1024000 ( 3.0%)
LDR worldlights 67/8192 6700/819200 ( 0.8%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 269/32768 2690/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4203/65536 8406/131072 ( 6.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 10/1024 3520/360448 ( 1.0%)
LDR lightdata [variable] 5594292/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 64517/16777216 ( 0.4%)
entdata [variable] 221067/393216 (56.2%)
LDR ambient table 1095/65536 4380/262144 ( 1.7%)
HDR ambient table 1095/65536 4380/262144 ( 1.7%)
LDR leaf ambient 4262/65536 119336/1835008 ( 6.5%)
HDR leaf ambient 1095/65536 30660/1835008 ( 1.7%)
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] 1/230 ( 0.4%)
pakfile [variable] 150237/0 ( 0.0%)
physics [variable] 98699/4194304 ( 2.4%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 4

Total triangle count: 6110
Writing d:\steam games\steamapps\common\counter-strike global offensive\sdk_content\maps\de_contain.bsp
2 minutes, 29 seconds elapsed
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Showing 1-2 of 2 comments
cruptor Sep 30, 2015 @ 2:59pm 
Problem:
Host_EndGame: Map coordinate extents are too large!!



Solution:
host_endgame: map coordinate extents are too large

Description:
Your map is too big (you have brush(es) too near to the edge of the grid) or you have invalid brushes. In 99.9999% (may be an understatement) of the cases, the cause is an invalid brush.

Solution:
If the problem-checker in Hammer (alt+p) doesn't find any offending brush(es), and you can't see brushes near the edge of the grid, check suspicious or recently vertex-edited brushes first. If you still can't find anything, you should use the cordon tools or visgroups to find them.

For compiling problems, use this site http://www.interlopers.net/errors/ in the future.

Source: Interlopers.net

I hope this helps
oulun levein Sep 30, 2015 @ 9:13pm 
Originally posted by cruptor:
Problem:
Host_EndGame: Map coordinate extents are too large!!



Solution:
host_endgame: map coordinate extents are too large

Description:
Your map is too big (you have brush(es) too near to the edge of the grid) or you have invalid brushes. In 99.9999% (may be an understatement) of the cases, the cause is an invalid brush.

Solution:
If the problem-checker in Hammer (alt+p) doesn't find any offending brush(es), and you can't see brushes near the edge of the grid, check suspicious or recently vertex-edited brushes first. If you still can't find anything, you should use the cordon tools or visgroups to find them.

For compiling problems, use this site http://www.interlopers.net/errors/ in the future.

Source: Interlopers.net

I hope this helps
This is strange, I didn't do much anything but replace few door textures and now it seems to work... But what I've heard, Hammer has bad habit to do stuff like this :|

But thanks, anyway!
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Showing 1-2 of 2 comments
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Date Posted: Sep 30, 2015 @ 10:33am
Posts: 2