• Vrad Crash assistance
    2 replies, posted
Hey guys. Im trying to get my map compiled, but vrad seems to crash at the exact same spot every time. [code] ** Executing... ** Command: "c:\program files\steam\steamapps\pjprimuz\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\pjprimuz\half-life 2 episode two\ep2" "C:\Program Files\Steam\SteamApps\pjprimuz\half-life 2 episode two\ep2\maps\St33msmansion" Valve Software - vbsp.exe (May 19 2009) 2 threads materialPath: c:\program files\steam\steamapps\pjprimuz\half-life 2 episode two\ep2\materials Loading C:\Program Files\Steam\SteamApps\pjprimuz\half-life 2 episode two\ep2\maps\St33msmansion.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 102 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) writing C:\Program Files\Steam\SteamApps\pjprimuz\half-life 2 episode two\ep2\maps\St33msmansion.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_01*.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 Overlay touching too many faces (touching 92, max 64) Overlay studiosickness/rug01weaponcrest at -640.0 -848.0 0.0 ** Executing... ** Command: "c:\program files\steam\steamapps\pjprimuz\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\pjprimuz\half-life 2 episode two\ep2" "C:\Program Files\Steam\SteamApps\pjprimuz\half-life 2 episode two\ep2\maps\St33msmansion" Valve Software - vvis.exe (May 19 2009) 2 threads reading c:\program files\steam\steamapps\pjprimuz\half-life 2 episode two\ep2\maps\St33msmansion.bsp reading c:\program files\steam\steamapps\pjprimuz\half-life 2 episode two\ep2\maps\St33msmansion.prt 697 portalclusters 2141 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (61) Optimized: 950 visible clusters (0.00%) Total clusters visible: 140721 Average clusters visible: 201 Building PAS... Average clusters audible: 674 visdatasize:109517 compressed from 122672 writing c:\program files\steam\steamapps\pjprimuz\half-life 2 episode two\ep2\maps\St33msmansion.bsp 1 minute, 2 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\pjprimuz\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -both -game "c:\program files\steam\steamapps\pjprimuz\half-life 2 episode two\ep2" "C:\Program Files\Steam\SteamApps\pjprimuz\half-life 2 episode two\ep2\maps\St33msmansion" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\program files\steam\steamapps\pjprimuz\half-life 2 episode two\ep2\maps\St33msmansion.bsp Setting up ray-trace acceleration structure... Done (1.48 seconds) 5677 faces 1 degenerate faces 307890 square feet [44336164.00 square inches] 2 Displacements 456 Square Feet [65720.29 Square Inches] 5676 patches before subdivision 199652 patches after subdivision[/code] Thats as far as it gets before appcrash. any clue? :P thanks in advance.
I've been getting this too, I have no clue why, but its only when I compile for HDR. Try it with only LDR.
[QUOTE=Firegod522;21226795]I've been getting this too, I have no clue why, but its only when I compile for HDR. Try it with only LDR.[/QUOTE] ill look into that thank you. :]
Sorry, you need to Log In to post a reply to this thread.