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Full Version: Vismap Expansion Overflow ?
Unknown Worlds Forums > Natural Selection > Natural Selection Creation > Mapping Forum > Mapping Help and Troubleshooting
Avitar
I am having problems compiling my map.. I keep recieving this compile error during compile: "Vismap expansion overflow". I haven't seen much on many error sites (Tommys for example.) detailing this error and how to fix it.

Would using 'hints' and func_wall brushes help over come this? What about stretching the textures on the cliff faces to twice the size (I have no idea how to do that though)?

i did away with the fog/cloud effects but no dice; the tree model has a deceivingly low poly count =)

Any help would be appreciative.

PS: This is my first map and it took about 6 hours

Here are some Editor Screenys:
user posted image
user posted image
user posted image
user posted image


Full compile Log:
CODE

** Executing...
** Command: Change Directory
** Parameters: C:\Program Files\Steam


** Executing...
** Command: Copy File
** Parameters: "C:\hammer\maps\ns_postpile.map" "C:\Program Files\Steam\SteamApps\skyceo@aol.com\half-life\nsp\maps\ns_postpile.map"


** Executing...
** Command: C:\ztools\hlcsg.exe
** Parameters: "C:\Program Files\Steam\SteamApps\skyceo@aol.com\half-life\nsp\maps\ns_postpile"

hlcsg v2.5.3 rel Custom Build 1.7 (Dec  9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
-----  BEGIN  hlcsg -----
Command line: C:\ztools\hlcsg.exe "C:\Program Files\Steam\SteamApps\skyceo@aol.com\half-life\nsp\maps\ns_postpile"
Entering C:\Program Files\Steam\SteamApps\skyceo@aol.com\half-life\nsp\maps\ns_postpile.map

Current hlcsg Settings
Name                 |  Setting  |  Default
---------------------|-----------|-------------------------
threads               [       1 ] [  Varies ]
verbose               [     off ] [     off ]
log                   [      on ] [      on ]
developer             [       0 ] [       0 ]
chart                 [     off ] [     off ]
estimate              [     off ] [     off ]
max texture memory    [ 4194304 ] [ 4194304 ]
priority              [  Normal ] [  Normal ]

noclip                [     off ] [     off ]
null texture stripping[      on ] [      on ]
clipnode economy mode [      on ] [      on ]
onlyents              [     off ] [     off ]
wadtextures           [      on ] [      on ]
skyclip               [      on ] [      on ]
hullfile              [    None ] [    None ]
min surface area      [   0.500 ] [   0.500 ]
brush union threshold [   0.000 ] [   0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.63 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.39 seconds)

Using Wadfile: \hammer\ns_postpile.wad
- Contains 13 used textures, 92.86 percent of map (18 textures in wad)
Using Wadfile: \program files\steam\steamapps\skyceo@aol.com\half-life\halflife.wad
- Contains 1 used texture, 7.14 percent of map (3116 textures in wad)
Using Wadfile: \program files\steam\steamapps\skyceo@aol.com\half-life\nsp\ns.wad
- Contains 0 used textures, 0.00 percent of map (578 textures in wad)

Texture usage is at 0.50 mb (of 4.00 mb MAX)
2.12 seconds elapsed

-----   END   hlcsg -----




** Executing...
** Command: C:\ztools\hlbsp.exe
** Parameters: "C:\Program Files\Steam\SteamApps\skyceo@aol.com\half-life\nsp\maps\ns_postpile"
hlbsp v2.5.3 rel Custom Build 1.7 (Dec  9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
-----  BEGIN  hlbsp -----
Command line: C:\ztools\hlbsp.exe "C:\Program Files\Steam\SteamApps\skyceo@aol.com\half-life\nsp\maps\ns_postpile"

Current hlbsp Settings
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       1 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [     off ] [     off ]
estimate            [     off ] [     off ]
max texture memory  [ 4194304 ] [ 4194304 ]
priority            [  Normal ] [  Normal ]
noclip              [     off ] [     off ]
nofill              [     off ] [     off ]
null tex. stripping [      on ] [      on ]
notjunc             [     off ] [     off ]
subdivide size      [     240 ] [     240 ] (Min 64) (Max 512)
max node size       [    1024 ] [    1024 ] (Min 64) (Max 4096)
BSP generation successful, writing portal file 'C:\Program Files\Steam\SteamApps\skyceo@aol.prt'
8.42 seconds elapsed

-----   END   hlbsp -----
** Executing...
** Command: C:\ztools\hlvis.exe
** Parameters: -fast "C:\Program Files\Steam\SteamApps\skyceo@aol.com\half-life\nsp\maps\ns_postpile"
g_fastvis = true
hlvis v2.5.3 rel Custom Build 1.7 (Dec  9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
-----  BEGIN  hlvis -----
Command line: C:\ztools\hlvis.exe -fast "C:\Program Files\Steam\SteamApps\skyceo@aol.com\half-life\nsp\maps\ns_postpile"
7262 portalleafs
23777 numportals

-= Current hlvis Settings =-
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       1 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [     off ] [     off ]
estimate            [     off ] [     off ]
max texture memory  [ 4194304 ] [ 4194304 ]
max vis distance    [       0 ] [       0 ]
priority            [  Normal ] [  Normal ]
fast vis            [      on ] [     off ]
full vis            [     off ] [     off ]
BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (411.86 seconds)
Error: Vismap expansion overflow

-----   END   hlvis -----
** Executing...
** Command: C:\ztools\hlrad.exe
** Parameters: "C:\Program Files\Steam\SteamApps\skyceo@aol.com\half-life\nsp\maps\ns_postpile"
hlrad v2.5.3 rel Custom Build 1.7 (Dec  9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
-----  BEGIN  hlrad -----

Command line: C:\ztools\hlrad.exe "C:\Program Files\Steam\SteamApps\skyceo@aol.com\half-life\nsp\maps\ns_postpile"
>> There was a problem compiling the map.
>> Check the file C:\Program Files\Steam\SteamApps\skyceo@aol.log for the cause.

-----   END   hlrad -----
** Executing...
** Command: C:\PROGRA~1\Steam\Steam.exe
** Parameters: -applaunch 70 -game nsp +map "ns_postpile"
brute_force
Not sure if this is the problem, but try doing a -full vis instead of -fast.
Xyth
Ummm, make sure you have the whole level enclosed, this could be caused by to many leaks I think. Also check the map for errors while inside hammer.

Offtopic-> you need to work on you texture alignment, the doors don't seem to line up or anything...
The_Cheat
Also offtopic->That looks more like a CS map than an NS map......
Avitar
ShdwStal:

Thanks I am trying that now.. so far the compile is to the Vis leaves section below
CODE
BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (411.86 seconds)


the rest of you please stay on topic tounge.gif

Xyth:
There are no leaks... I just finished the leak battle and am trying to get my first compile off the map. Most of the time from my experiance you will not get the message: "BSP generation successful" if you have leaks because it won't get that far in the compile. The map is only about 75% done btw. I just textured the door with an elevator texture temporarly to test the map (lazy).... that is obviously not the final texture i will be using nerd.gif

The Cheat:
Seeing how there are far fewer turtorials for NS than CS i have to admit that this map was aided almost entirely from CS tutorials & the good tutotial by ChromeAngel. I wanted to make a good out door map for NS.. you know be different, creative, and unique rather than imitate others.
Mendasp
The map is too large for a -fast compile. You need to do a -full vis compile, as someone else suggested before.
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