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. :]
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