• VRad stops at BuildVisLeafs, running vvis breaks lighting, works without vvis.
    8 replies, posted
Basically I'm making a build map for my server and for no apparent reason my lighting doesn't finish compiling. [code] ** Executing... ** Command: "d:\steam\steamapps\-\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "d:\steam\steamapps\-\half-life 2 episode two\ep2" "c:\users\samuel\desktop\fp_huussi\lcu_theyard" Valve Software - vbsp.exe (Jun 8 2010) 4 threads materialPath: d:\steam\steamapps\-\half-life 2 episode two\ep2\materials Loading c:\users\samuel\desktop\fp_huussi\lcu_theyard.vmf Could not locate 'GameData' key in d:\steam\steamapps\-\half-life 2 episode two\ep2\gameinfo.txt 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) Chop Details...done (0) Find Visible Detail Sides...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing c:\users\samuel\desktop\fp_huussi\lcu_theyard.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/militia_hdr*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/militia_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) (67840 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Water found with no water_lod_control entity, creating a default one. Compacting texture/material tables... Reduced 194 texinfos to 121 Reduced 14 texdatas to 10 (415 bytes to 226) Writing c:\users\samuel\desktop\fp_huussi\lcu_theyard.bsp 1 second elapsed ** Executing... ** Command: "d:\steam\steamapps\-\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -low -fast -radius_override 36000 -game "d:\steam\steamapps\-\half-life 2 episode two\ep2" "c:\users\samuel\desktop\fp_huussi\lcu_theyard" Valve Software - vvis.exe (Jun 8 2010) fastvis = true Vis Radius = 36000.00 4 threads reading c:\users\samuel\desktop\fp_huussi\lcu_theyard.bsp reading c:\users\samuel\desktop\fp_huussi\lcu_theyard.prt 1448 portalclusters 3338 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1) Optimized: 0 visible clusters (0.00%) Total clusters visible: 2096702 Average clusters visible: 1447 Building PAS... Average clusters audible: 1448 visdatasize:535764 compressed from 532864 writing c:\users\samuel\desktop\fp_huussi\lcu_theyard.bsp 1 second elapsed ** Executing... ** Command: "d:\steam\steamapps\-\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -low -StaticPropPolys -both -game "d:\steam\steamapps\-\half-life 2 episode two\ep2" "c:\users\samuel\desktop\fp_huussi\lcu_theyard" Valve Software - vrad.exe SSE (Jun 8 2010) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\samuel\desktop\fp_huussi\lcu_theyard.bsp Setting up ray-trace acceleration structure... Done (0.19 seconds) 9278 faces 44926165 square feet [6469367808.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 9278 patches before subdivision 561744 patches after subdivision sun extent from map=0.000000 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (87) BuildVisLeafs: 0...1...2...3...4. ** Executing... ** Command: Copy File ** Parameters: "c:\users\samuel\desktop\fp_huussi\lcu_theyard.bsp" "d:\steam\steamapps\-\half-life 2 episode two\ep2\maps\lcu_theyard.bsp" ** Executing... ** Command: "d:\steam\steamapps\-\half-life 2 episode two\hl2.exe" ** Parameters: -dev -console -allowdebug -game "d:\steam\steamapps\-\half-life 2 episode two\ep2" +map "lcu_theyard" [/code] I just noticed it's saving my vmfs in the fp house folder. Oh god.
-snip wrong thread-
Um, no I don't.
Try running just LDR. Then later you can just compile HDR onto the bsp
Why do you have -radius_override on?
I disabled it anyways, I thought it was the command to increase the clip plane distance.
Try setting vrad to low.
He did
Oops I meant vvis.
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