Try to lower your lightmaps (lower the resolution of the lightmap, so 16 is one pixel per 16 units in hammer) on certain surfaces. Engine hunk overflow is typically caused by to many or big lightmaps on brushes. The best places to lower them is on roofs or back of brushes not seen. (for the roofs I would use 512)
Day of Infamy Mapping Contest Discussion
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@okaycomputer @zastels @LATTEH
Thank you for the much needed feedback/replies. I'll use all your comments/help to fix this recent issue of mine.
I'll check brushes near lights, check logs and try lowering some lightmap rez in some areas (not playable areas maybe...).
Appreciated!
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Quote from Daruth505
1 hour ago, Daruth505 said: @okaycomputer @zastels @LATTEH
Thank you for the much needed feedback/replies. I'll use all your comments/help to fix this recent issue of mine.
I'll check brushes near lights, check logs and try lowering some lightmap rez in some areas (not playable areas maybe...).
Appreciated!
I've had this error right before Sunday's playtest as well. Latteh is right about the ligtmaps. If you have a lot of terrain (displacements) you can lower the lightmaps on them from 16 to 64 or even more (use more if the terrain is outside the playable area for example). Generally, lower it on big flat surfaces and/or places the player can't get up close to (terrain, roofs, etc).
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Thank you guys
helps alot! -
** ISSUE TEMPORARY FIXED **
Engine hunk overflow!
Solution, adjust lightmaps to a value higher than the default of ~16. Found in the 'texture edit sheet' (Face Edit Sheet, pop up).
Cheers for the help guys, i also tweaked lighting as suggested as well.
[Edit: ended up with another hunk overflow error, Just in case ill leave this post up]
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Hello everyone!
I suffer from some problems which I cannot solve no matter how I try.
How do I solve this?
* Purple textures
* Cubemap or reflection in windows
The content cannot be displayed because it is no longer available. The content cannot be displayed because it is no longer available. The content cannot be displayed because it is no longer available. The content cannot be displayed because it is no longer available. -
Make sure you have placed at least one cubemap in your level. Load up your map, open the console in-game and type: "mat_specular 0", then "buildcubemaps" and finally "mat_specular 1"
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Quote from GRiNET
21 hours ago, GRiNET said: * Purple textures
The content cannot be displayed because it is no longer available. If that is a stock weapon skin, verifying integrity of game cache should fix it. Right click onto DoI in Steam library, go to the "Local files" tab and click "verify integrity of game cache ...".
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Quote from zastels
42 minutes ago, zastels said: The map crashes to desktop. I don't know why, I've compiled it about 100 times trying to figure it out. No errors in the compile log. I never changed anything about my map from when it was working other than details.
If you're not getting any errors the only solution is to narrow down what kind of details are causing the crash. Unless you haven't tried that already. If you have power 4 displacements I would start with those. http://www.tophattwaffle.com/faq/#FAQ2
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My map crashes occasionally when running locally too, but after significant digging I'm pretty sure it's due to bot errors and not the map itself. Are you running it with bots?
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Quote from zastels
13 minutes ago, zastels said: I opens the map, I see team select but it crashes before you can select anything. Bot quota us at 0
I've turned everything off I can in filters. . I guess cordon compiling sections is the only way sigh. Waste of a day.
Do you have a .txt file with the added gamemodes for the map? I had some issues with crashing/not being able to join a team/weird spawning. I'm not exactly sure how I fixed it eventually, but it seemed to be related to inaccuracies in the .txt file and/or the spawn/objective entities in the vmf.
Have you tried compiling without the objective visgroup enabled and no .txt file?
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Quote from zastels
On 16/11/2016 at 10:00 PM, zastels said: These modulators work and appear inside hammer editor. . but they crash the game.
Have you tried editing out just the $blendmasktransform? It's not a requirement for blend textures and in most cases can probably be left out altogether. Alternatively, try another blend texture, or post the whole vmt in case there's another problem.
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My issue of ENGINE HUNK OVERFLOW! has returned again. Light maps are not the issue this time, due to massive improvements of lightmaps overall. Days and days of tests have resulted in the error coming from one building as when i delete it or make it a func_detail fully the maps runs. I tried to discover which section of the building over more days of tests, however no one section is the cause.
Question: How do i find more errors than just Alt P and Logs
Question: Any ideas what it might be? This is an essential building in my level, i can't func_detail the whole thing due to optimization and possible other issues similar.Side note: i thought it was a brush clipping through some windows, however its not one area after days of testing/fast compiles.
Any help is appreciated asap if possible - Dar
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This is definitely not the best suggestion, but have you tried deleting the building and completely remaking it from scratch? If you've tried narrowing it down to a section and still haven't found anything then it's just odd.
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Did you use the carve tool while creating this building? If so, Radu's suggestion might be a good one

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@Daruth505 Do you happen to have a large number of light entities inside that building or in general? Try getting rid of some. Maybe you've just reached the brush limit?
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Ye at some points i removed lighting, but the moment i delete or func_detail the building it fixes the hunk overflow error.
Unsure if anyone's had similar errors such as this one that might have an easier fix, But as you suggested @Radu i might just need a re-do on that one detailed building.
I'm very sure its a brush error in some very odd form...
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Coincidentally, this error returned for me yesterday as well. I fixed it (for now) by increasing lightmaps quite aggressively. It's starting to show in a drop of lighting/shadow quality though in some areas, so I'll be looking for better ways to fix it.
I read somewhere that it could be caused by having too many displacements. Not sure if that's true.
Anyway, a temporary fix to be able to check out your map yourself is typing "r_hunkalloclightmaps 0" in console before loading your map.
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