• Vrad.exe keeps crashing when compiling.
    7 replies, posted
I'm trying to compile my map and it always crashes on the first . after the 2 on the visleafs part. I believe it also is stopping any light updates because my map is on full bright in game even though I have a light_environment. My map has no errors and has no leaks so I have no idea whats going on. Compile log [CODE] ** Executing... ** Command: "c:\program files\steam\steamapps\assassin_rapter\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\assassin_rapter\half-life 2 episode two\ep2" "C:\Program Files\Steam\steamapps\assassin_rapter\sourcesdk\gm_water&land.vmf" Valve Software - vbsp.exe (May 7 2010) 4 threads materialPath: c:\program files\steam\steamapps\assassin_rapter\half-life 2 episode two\ep2\materials Loading C:\Program Files\Steam\steamapps\assassin_rapter\sourcesdk\gm_water&land.vmf Could not locate 'GameData' key in c:\program files\steam\steamapps\assassin_rapter\half-life 2 episode two\ep2\gameinfo.txt Patching WVT material: maps/gm_water&land/nature/blendsandrock004c_wvt_patch 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 (1) Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files\Steam\steamapps\assassin_rapter\sourcesdk\gm_water&land.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day01_05*.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_05*.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) (29375 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 36 texinfos to 25 Reduced 13 texdatas to 10 (474 bytes to 323) Writing C:\Program Files\Steam\steamapps\assassin_rapter\sourcesdk\gm_water&land.bsp 7 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\assassin_rapter\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\assassin_rapter\half-life 2 episode two\ep2" -fast "C:\Program Files\Steam\steamapps\assassin_rapter\sourcesdk\gm_water&land" Valve Software - vvis.exe (May 7 2010) fastvis = true 4 threads reading c:\program files\steam\steamapps\assassin_rapter\sourcesdk\gm_water&land.bsp reading c:\program files\steam\steamapps\assassin_rapter\sourcesdk\gm_water&land.prt 1504 portalclusters 3435 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 1812 visible clusters (0.00%) Total clusters visible: 2251328 Average clusters visible: 1496 Building PAS... Average clusters audible: 1504 visdatasize:577587 compressed from 577536 writing c:\program files\steam\steamapps\assassin_rapter\sourcesdk\gm_water&land.bsp 2 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\assassin_rapter\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\assassin_rapter\half-life 2 episode two\ep2" -noextra "C:\Program Files\Steam\steamapps\assassin_rapter\sourcesdk\gm_water&land" Valve Software - vrad.exe SSE (May 7 2010) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\program files\steam\steamapps\assassin_rapter\sourcesdk\gm_water&land.bsp Setting up ray-trace acceleration structure... Done (0.22 seconds) 11143 faces 33630823 square feet [4842838528.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 11143 patches before subdivision 596095 patches after subdivision 3 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (66) BuildVisLeafs: 0...1...2. ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Steam\steamapps\assassin_rapter\sourcesdk\gm_water&land.bsp" "c:\program files\steam\steamapps\assassin_rapter\half-life 2 episode two\ep2\maps\gm_water&land.bsp" ** Executing... ** Command: c:\program files\steam\steam.exe ** Parameters: -applaunch 420 -game "c:\program files\steam\steamapps\assassin_rapter\half-life 2 episode two\ep2" -dev -console +sv_lan 1 +map "gm_water&land" [/CODE]
Increase lightmap scales on faces that don't require as much lighting detail.
Its a build map so I basically made all the brushes have a lightmap of 25, is that a good number?
If VRAD doesn't crash.
It made it to 9 this time. :( I don't have to do this to the skybox walls right?
I'm having the exact same problem as you, with the exact same suggestions. Alongside with wondering if I should change the lightmap scale on skybox walls like you asked, does anyone have suggestions for what lightmap scales should be used where? Because I pretty much use 4 on everything except for large open spaces ( like roads, parking lots, etc ) which are 8, and for distant func_detail buildings I use 32.
I just changed them to 35 and it worked! thanks terrenteller.
Low lightmap scales should be used on surfaces that require detailed lighting. High lightmap scales should be used on surfaces that are evenly lit.
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