Up Vertex_Buffer_Size

I am going through map when it crashes and tells me "Too many verts for a dynamic vertex buffer (49302>49152) tell a programmer up Vertex_Buffer_Size.

Well, does anyone know how to fix it?

lower the amount of verts for a dynamic vertex buffer ?

This should help.

Perhaps he has no idea? That error seems pretty meaningless to me like these useless replies.

I am no expert, but a quick google throws up this:

https://support.steampowered.com/kb_article.php?ref=7168-WRTL-3605

So try verifying your game cache files and see if that fixes it. :slight_smile:

ye , he can fix that by lowering the amount of verts per dynamic vertex buffer

I don’t think I really have anything like that in my map. I have several prop_door_rotating entities made of many brushes and lots of the model shader5 (a painted glass window showing Gordan Freeman). Could either of those cause it? I have several fires used for torches, but I have used more fires in other maps without trouble. Other than the fires I have nothing else that falls under the sprites particles gibs decals category.

i think it’s the engine itself protecting itself from showing gordon ingame

Well, I suggest to try deleting certain objects and retesting your map, try and isolate the problem.

Maybe, but I think it may be happening because I am noclipping, Because it seems to happen most when I noclip Tto the edge of the skybox.

i think it’s that state where you see all the objects of the map , it’s a terrible angle that bypasses the engine’s render to protect itself , don’t do it? , the engine can’t handle rendering all the objects on the map at once , it’s an occlusion culling interaction …

What confuses me is my amp is a very small deathmatch map, and I have been able to noclip in the actual half-life 2 campaign, which is far larger.

and far better optimised for every possible angle of exploration

if the reflecting glass is the problem , maybe you should add a limit to it’s reflection range :-? , btw , vampire bloodline’s shop reflections rule :X

Sorry for abandoning this thread for so long, took a break from mapping. Anyway, I deleted all the shader 5 models and compiled the map, yet I still got the vertex buffer problem. It seems to always happen when you cross a line in the map. It always crashes at the same point, but there seems to be nothing special about where it crashes. You just see a big castle wall behind which is a large building.

replace it , use other materials…

Don’t think that would really do anything if deleting it didn’t. Here are some pictures of the map so you can get an idea of what’s in it and what might casue this.




The crashing always occurs a little ways outside the big archway in the front of the wall.

Could be a problem in the vis (the system that hides parts of the map when they’re not visible).

Could be, I always set vis to fast, because if I don’t, no matter what the map, it stalls for hours and hours while compiling “portal flow.”

Raminator has a trick that makes vis ignore all the little details you added, I don’t remember it though, but it involves changing the brushes into another entity, and adding alot of nodraw brushes.

Tie small non-structure brushes to func_detail.

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