1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

Stack overflow in neighbors - Vrad

  • hessi
  • March 25, 2007 at 2:05 PM
  • hessi
    • March 25, 2007 at 2:05 PM
    • #1

    i got this error while compiling some big map for source engine google didnt spit out some good solutions so maybe someone has a solution here?!

    C:\Documents and Settings\Administrator>vbsp "C:\Program Files (x86)\Steam\steamapps\ACCOUNT_NAME\day of defeat source\dod\maps\some_map25.vmf"

    Valve Software - vbsp.exe (Aug 4 2006)

    1 threads

    materialPath: c:\program files (x86)\steam\steamapps\ACCOUNT_NAME\day of defeat source\dod\materials

    Loading C:\Program Files (x86)\Steam\steamapps\ACCOUNT_NAME\day of defeat source\dod\maps\some_map25.vmf

    fixing up env_cubemap materials on brush sides...

    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)

    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)

    Processing areas...done (0)

    Building Faces...done (1)

    Chop Details...done (0)

    Find Visible Detail Sides...

    Merged 3126 detail faces...done (1)

    Merging details...done (0)

    FixTjuncs...

    PruneNodes...

    WriteBSP...

    done (4)

    writing C:\Program Files (x86)\Steam\steamapps\ACCOUNT_NAME\day of defeat source\dod\maps\some_map25.prt...done (0)

    Creating default cubemaps for env_cubemap using skybox materials:

    skybox/sky_name_hdr*.vmt

    Run buildcubemaps in the engine to get the correct cube maps.

    Creating default HDR cubemaps for env_cubemap using skybox materials:

    skybox/sky_name_hdr*.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 (2) (1503566 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 7864 texinfos to 3828

    Reduced 692 texdatas to 539 (38166 bytes to 29701)

    Writing C:\Program Files (x86)\Steam\steamapps\ACCOUNT_NAME\day of defeat source\dod\maps\some_map25.bsp

    24 seconds elapsed

    C:\Documents and Settings\Administrator>vvis "C:\Program Files (x86)\Steam\steamapps\ACCOUNT_NAME\day of defeat source\dod\maps\some_map25.vmf"

    Valve Software - vvis.exe (May 22 2006)

    1 threads

    reading c:\program files (x86)\steam\steamapps\ACCOUNT_NAME\day of defeat source\dod\maps\some_map25.bsp

    reading c:\program files (x86)\steam\steamapps\ACCOUNT_NAME\day of defeat source\dod\maps\some_map25.prt

    1618 portalclusters

    3938 numportals

    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (5)

    PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (215)

    Optimized: 3480 visible clusters (0.00%)

    Total clusters visible: 400266

    Average clusters visible: 247

    Building PAS...

    Average clusters audible: 685

    visdatasize:349642 compressed from 673088

    writing c:\program files (x86)\steam\steamapps\ACCOUNT_NAME\day of defeat source\dod\maps\some_map25.bsp

    3 minutes, 42 seconds elapsed

    C:\Documents and Settings\Administrator>vrad "C:\Program Files (x86)\Steam\steamapps\ACCOUNT_NAME\day of defeat source\dod\maps\some_map25.vmf"

    Valve Software - vrad.exe SSE (May 22 2006)

    ----- Radiosity Simulator ----

    1 threads

    [Reading texlights from 'lights.rad']

    [42 texlights parsed from 'lights.rad']

    Loading c:\program files (x86)\steam\steamapps\ACCOUNT_NAME\day of defeat source\dod\maps\some_map25.bsp

    13748 faces

    5 degenerate faces

    5572177 square feet [802393536.00 square inches]

    89 displacements

    879453 square feet [126641288.00 square inches]

    Stack overflow in neighbors

  • hessi
    • March 25, 2007 at 2:54 PM
    • #2

    seems like the compiler didnt like some stairs i made. kind of a mircalce because the stairs werent complex at all.

  • JamesL
    • March 26, 2007 at 10:21 AM
    • #3

    http://www.chatbear.com/unity2/4989/800 ... 816959/0#1

    Quote

    Im not a coder or anything but when I take a look at the source at the place where that code is produced, its (as far as i can tell) trying to count the faces neighbouring a certain vertex. (these faces are called neighbours). when vrad encounters more neighbours than it expected, it throws this error. My conclusion is that you have a too complex or invalid brushbtw, I also see something about smoothing groups, may be something to do with too many faces neighbouring each other in the same smoothing group

    I vaguely remember coming across this one while making some of the Dark Messiah maps. I believe it can also be where a single lightmap is shared across too many faces.

    Zombie@computer is always worth asking if no one else can fix your problems. He lurks about on interlopers and on the VERC forums.

  • Defrag
    • March 28, 2007 at 5:16 AM
    • #4

    I've also had this problem and fixed it by turning my stair into a ramp. Hardly an ideal solution.

  • PS_Mouse
    • April 20, 2007 at 8:57 AM
    • #5

    I just had this problem when I tried to use values for -smooth that were over 90

  • BioPulse
    • April 20, 2007 at 12:09 PM
    • #6

    Had this error with one lightmap being shared across too many hitting faces seems like it comes up with a wide variety of problems.

    Zombie@computer has got a brain the size of texas if you ask me, a few years ago he solved alot of my problems when vlatitude was still active (or well, when I was active on there... since I haven't looked on there for years)

    But I think hessi, maybe your stairs had lightmap problems, since it's alot of faces and ususaly not alot of lightmaps, I ususaly find it better to make stairs in a modeling program if i can manage, since it allows you to be a tad more creative without such problems i think.

  • Spellbinder
    • April 20, 2007 at 1:11 PM
    • #7

    I dont know much about mapping and absolutely nothing about vrad, but stack overflow if im not totally way out has something with memory to do. Memory loss or something. But dont take my word it because even as i write this down im pretty unsure. Just something i had in my head.

  • hessi
    • April 20, 2007 at 6:32 PM
    • #8
    Quote from BioPulse

    Had this error with one lightmap being shared across too many hitting faces seems like it comes up with a wide variety of problems.Zombie@computer has got a brain the size of texas if you ask me, a few years ago he solved alot of my problems when vlatitude was still active (or well, when I was active on there... since I haven't looked on there for years)

    But I think hessi, maybe your stairs had lightmap problems, since it's alot of faces and ususaly not alot of lightmaps, I ususaly find it better to make stairs in a modeling program if i can manage, since it allows you to be a tad more creative without such problems i think.

    i played around with geometrie. even my model was a func_Detail it CSGed really strange. though modeling might be an alternative BUT there wont be any lightmaps + model is much more memory usage when releasing the file + extra content + changing world geometry results in reexporting the model (maybe)

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  6. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  7. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  8. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  9. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  10. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM

Users Viewing This Thread

  • 1 Guest
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™