• HDR wont compile
    10 replies, posted
So I'm working on the HDR portion of my map and when I go to compile, I set everything to normal compile, and make sure the HDR box is checked. When RAD runs, it doesn't run twice to do the HDR compile, and when the map loads, it will not go into HDR mode no matter what. whether I set it in the options menu, or manually by the cvar mat_hdr_enabled 1. Here's my log, I ran this in fast compile on rad and vis but it doesn't seem to make a difference anywho: ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\aussieroo\sourcesdk\bin\source2009\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\aussieroo\half-life 2 episode two\ep2" "C:\Users\Public\Documents\Valve Maps\Yesterday\Yesterday.vmf" Valve Software - vbsp.exe (Sep 15 2011) 2 threads materialPath: c:\program files (x86)\steam\steamapps\aussieroo\half-life 2 episode two\ep2\materials Loading C:\Users\Public\Documents\Valve Maps\Yesterday\Yesterday.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\aussieroo\half-life 2 episode two\ep2\gameinfo.txt Patching WVT material: maps/yesterday/nature/blendgrassgrass001a_wvt_patch Patching WVT material: maps/yesterday/nature/blendcliffdirt001a_wvt_patch 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 (0) Chop Details...done (0) Find Visible Detail Sides... Merged 816 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) writing C:\Users\Public\Documents\Valve Maps\Yesterday\Yesterday.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_ep02_caves_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_ep02_caves_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 (0) (329561 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9Material NATURE/BLENDDIRTMUD02 uses unknown detail object type canal_reeds! ...10 Compacting texture/material tables... Reduced 3213 texinfos to 1756 Reduced 127 texdatas to 91 (6496 bytes to 4886) Writing C:\Users\Public\Documents\Valve Maps\Yesterday\Yesterday.bsp 5 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\aussieroo\sourcesdk\bin\source2009\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\aussieroo\half-life 2 episode two\ep2" -fast "C:\Users\Public\Documents\Valve Maps\Yesterday\Yesterday" Valve Software - vvis.exe (Sep 15 2011) fastvis = true 2 threads reading c:\users\public\documents\valve maps\yesterday\Yesterday.bsp reading c:\users\public\documents\valve maps\yesterday\Yesterday.prt 358 portalclusters 1108 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 3186 visible clusters (0.00%) Total clusters visible: 107562 Average clusters visible: 300 Building PAS... Average clusters audible: 358 visdatasize:34982 compressed from 34368 writing c:\users\public\documents\valve maps\yesterday\Yesterday.bsp 0 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\aussieroo\sourcesdk\bin\source2009\bin\vrad.exe" ** Parameters: -both -game "c:\program files (x86)\steam\steamapps\aussieroo\half-life 2 episode two\ep2" -noextra "C:\Users\Public\Documents\Valve Maps\Yesterday\Yesterday" Valve Software - vrad.exe SSE (Sep 15 2011) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\public\documents\valve maps\yesterday\Yesterday.bsp Setting up ray-trace acceleration structure... Done (2.47 seconds) 3713 faces 5 degenerate faces 74454 square feet [10721483.00 square inches] 17 Displacements 9317 Square Feet [1341771.88 Square Inches] 3708 patches before subdivision 19102 patches after subdivision sun extent from map=0.000000 53 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (12) transfers 2376229, max 652 transfer lists: 18.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(305706, 213018, 140667) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(85692, 38582, 24611) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(23768, 9710, 7102) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(7580, 3462, 2671) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(2435, 1259, 1006) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(888, 532, 417) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(339, 226, 175) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(142, 102, 77) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(62, 47, 34) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(28, 22, 16) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(13, 11, 7) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #12 added RGB(6, 5, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(3, 2, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(2, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #15 added RGB(1, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.0124 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9) FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (9) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 12/1024 576/49152 ( 1.2%) brushes 799/8192 9588/98304 ( 9.8%) brushsides 6015/65536 48120/524288 ( 9.2%) planes 3454/65536 69080/1310720 ( 5.3%) vertexes 6508/65536 78096/786432 ( 9.9%) nodes 908/65536 29056/2097152 ( 1.4%) texinfos 1756/12288 126432/884736 (14.3%) texdata 91/2048 2912/65536 ( 4.4%) dispinfos 17/0 2992/0 ( 0.0%) disp_verts 4913/0 98260/0 ( 0.0%) disp_tris 8704/0 17408/0 ( 0.0%) disp_lmsamples 29110/0 29110/0 ( 0.0%) faces 3713/65536 207928/3670016 ( 5.7%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 2909/65536 162904/3670016 ( 4.4%) leaves 921/65536 29472/2097152 ( 1.4%) leaffaces 4918/65536 9836/131072 ( 7.5%) leafbrushes 1792/65536 3584/131072 ( 2.7%) areas 2/256 16/2048 ( 0.8%) surfedges 30964/512000 123856/2048000 ( 6.0%) edges 19835/256000 79340/1024000 ( 7.7%) LDR worldlights 53/8192 4664/720896 ( 0.6%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 521/32768 5210/327680 ( 1.6%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 10389/65536 20778/131072 (15.9%) cubemapsamples 15/1024 240/16384 ( 1.5%) overlays 29/512 10208/180224 ( 5.7%) LDR lightdata [variable] 1563896/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 34982/16777216 ( 0.2%) entdata [variable] 56453/393216 (14.4%) LDR ambient table 921/65536 3684/262144 ( 1.4%) HDR ambient table 921/65536 3684/262144 ( 1.4%) LDR leaf ambient 3278/65536 91784/1835008 ( 5.0%) HDR leaf ambient 921/65536 25788/1835008 ( 1.4%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/504 ( 0.2%) dtl prp lght [variable] 1/4 (25.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/8838 ( 0.0%) pakfile [variable] 1881899/0 ( 0.0%) physics [variable] 329561/4194304 ( 7.9%) physics terrain [variable] 2962/1048576 ( 0.3%) Level flags = 0 Total triangle count: 11540 Writing c:\users\public\documents\valve maps\yesterday\Yesterday.bsp 42 seconds elapsed Valve Software - vrad.exe SSE (Sep 15 2011) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\public\documents\valve maps\yesterday\Yesterday.bsp Setting up ray-trace acceleration structure... Done (2.62 seconds) 3713 faces 5 degenerate faces 74454 square feet [10721483.00 square inches] 17 Displacements 9317 Square Feet [1341771.88 Square Inches] 3708 patches before subdivision 19102 patches after subdivision sun extent from map=0.000000 53 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (12) transfers 2376229, max 652 transfer lists: 18.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(348559, 241492, 160937) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(90729, 35645, 23004) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(25647, 9108, 6831) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(7781, 3114, 2548) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(2483, 1166, 972) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(878, 493, 402) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(332, 212, 169) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(137, 96, 74) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(60, 44, 33) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(27, 21, 15) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(13, 10, 7) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(6, 5, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #13 added RGB(3, 2, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #15 added RGB(1, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.0106 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (9) FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (8) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 12/1024 576/49152 ( 1.2%) brushes 799/8192 9588/98304 ( 9.8%) brushsides 6015/65536 48120/524288 ( 9.2%) planes 3454/65536 69080/1310720 ( 5.3%) vertexes 6508/65536 78096/786432 ( 9.9%) nodes 908/65536 29056/2097152 ( 1.4%) texinfos 1756/12288 126432/884736 (14.3%) texdata 91/2048 2912/65536 ( 4.4%) dispinfos 17/0 2992/0 ( 0.0%) disp_verts 4913/0 98260/0 ( 0.0%) disp_tris 8704/0 17408/0 ( 0.0%) disp_lmsamples 29110/0 29110/0 ( 0.0%) faces 3713/65536 207928/3670016 ( 5.7%) hdr faces 3713/65536 207928/3670016 ( 5.7%) origfaces 2909/65536 162904/3670016 ( 4.4%) leaves 921/65536 29472/2097152 ( 1.4%) leaffaces 4918/65536 9836/131072 ( 7.5%) leafbrushes 1792/65536 3584/131072 ( 2.7%) areas 2/256 16/2048 ( 0.8%) surfedges 30964/512000 123856/2048000 ( 6.0%) edges 19835/256000 79340/1024000 ( 7.7%) LDR worldlights 53/8192 4664/720896 ( 0.6%) HDR worldlights 53/8192 4664/720896 ( 0.6%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 521/32768 5210/327680 ( 1.6%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 10389/65536 20778/131072 (15.9%) cubemapsamples 15/1024 240/16384 ( 1.5%) overlays 29/512 10208/180224 ( 5.7%) LDR lightdata [variable] 1563896/0 ( 0.0%) HDR lightdata [variable] 1563896/0 ( 0.0%) visdata [variable] 34982/16777216 ( 0.2%) entdata [variable] 56453/393216 (14.4%) LDR ambient table 921/65536 3684/262144 ( 1.4%) HDR ambient table 921/65536 3684/262144 ( 1.4%) LDR leaf ambient 3278/65536 91784/1835008 ( 5.0%) HDR leaf ambient 3275/65536 91700/1835008 ( 5.0%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/504 ( 0.2%) dtl prp lght [variable] 1/4 (25.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/8838 ( 0.0%) pakfile [variable] 1881899/0 ( 0.0%) physics [variable] 329561/4194304 ( 7.9%) physics terrain [variable] 2962/1048576 ( 0.3%) Level flags = 0 Total triangle count: 11540 Writing c:\users\public\documents\valve maps\yesterday\Yesterday.bsp 41 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Public\Documents\Valve Maps\Yesterday\Yesterday.bsp" "c:\program files (x86)\steam\steamapps\aussieroo\half-life 2 episode two\ep2\maps\Yesterday.bsp" ** Executing... ** Command: c:\program files (x86)\steam\steam.exe ** Parameters: -applaunch 420 -game "c:\program files (x86)\steam\steamapps\aussieroo\half-life 2 episode two\ep2" +map "Yesterday"
Is hdr turned on in your video settings, and can your card use hdr?
[QUOTE=IronPhoenix;33842144]Is hdr turned on in your video settings, and can your card use hdr?[/QUOTE] Yeah, like I was saying I turn it on in options, and even use the cvar to turn it on but in the map it wont display it. It does randomly though, but sometimes when I change random things in the map, it simply wont work at all. I'll go into the console and type mat_hdr_enabled 1 and it says "HDR Disabled" even though in options is says enabled.
What gfx card do you have?
[QUOTE=IronPhoenix;33842241]What gfx card do you have?[/QUOTE] G210M, I'm running this on my vaio. I do have a better PC at home with a HD4870, 8GB ram and a 3Ghz dualcore but I'm almost never home so I do most my work on my laptop. It does compile it sometimes, but like I said it's odd....I change something in the map and it might not compile next time.
Try it on an actual card, as everyone knows laptops are bollocks for most things.
I had this problem with one of my maps. The only way I got it to work was compiling the map using [URL="http://qsextreme.com/vbct/"]VBCT[/URL] with LDR unticked and HDR ticked. [img]http://i.imgur.com/c05ry.jpg[/img]
[QUOTE=AussieRoo;33842206]Yeah, like I was saying I turn it on in options, and even use the cvar to turn it on but in the map it wont display it. It does randomly though, but sometimes when I change random things in the map, it simply wont work at all. I'll go into the console and type mat_hdr_enabled 1 and it says "HDR Disabled" even though in options is says enabled.[/QUOTE] mat_hdr_enabled 2 is what you want. [editline]23rd December 2011[/editline] [QUOTE=Dosycool;33842790]I had this problem with one of my maps. The only way I got it to work was compiling the map using [URL="http://qsextreme.com/vbct/"]VBCT[/URL] with LDR unticked and HDR ticked. [img]http://i.imgur.com/c05ry.jpg[/img][/QUOTE] Thats a good idea, but for those people who don't have compatibility will see fullbright maps.
[QUOTE=Firegod522;33856671]mat_hdr_enabled 2 is what you want. [editline]23rd December 2011[/editline] I tried 1, 2, 0 and just the command itself...no difference. Plus... I've been compiling a small cordoned section of my map on my PC, the one with beefy parts in it... And it still does the same thing, and I've noticed that it randomly will crash Vrad too. I just have to keep hitting compile and hope vrad doesn't crash. Pain in the ass, along with the flags tab crash that hammer has...I can't get any damn work done. Thats a good idea, but for those people who don't have compatibility will see fullbright maps.[/QUOTE] [editline]23rd December 2011[/editline] And with the "Failed to take master pipe connection lock" error coming up about every 10 compiles, I'm seriously making no progress on my map. MY god I hate hammer...
Most heavy load applications hate laptops.
Try turning vis off fast.
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