Can't compile my map - [Abnormal Exit in VRAD ParseLog caught! Catch: in vrad_finish!]
3 replies, posted
I'm running into a very annoying error that makes it impossible for me to compile my map. Normally I would only post in the help thread, but due to lack of replies and endless googling to avail, I'm at a loss. I've also tried reinstalling Source SDK. Every time I compile, it fails in VRAD in the middle of BuildVisLeafs with:
[CODE]Abnormal Exit in VRAD ParseLog caught!
Catch: in vrad_finish![/CODE]
This occurs when I use both VBCT or hammer to compile, although the hammer compiler just stops abruptly at the same spot without noting the error. Now when I even revert back to an old VMF of my map that I KNOW has compiled successfully in the past, I still get this error... :suicide: I can't think of anything different I did that would cause this to happen.
Could someone please help me out here? I'm at a loss here and this map is extremely important to me...
Here is the full compile log:
[CODE]Full Compile Selected!
NOTE: existing vbsp log file renamed to : C:\Users\Matthew\Desktop\Custom Mapping\ttt_nuclear_power\ttt_nuclear_power_vbsp_old.log
NOTE: existing vvis log file renamed to : C:\Users\Matthew\Desktop\Custom Mapping\ttt_nuclear_power\ttt_nuclear_power_vvis_old.log
Compile Start Time: Monday, November 26, 2012, 11:28:49 AM
-------------- Start Compile BSP ----------------
VBSP Started, Please Wait!
VBSP: c:\program files (x86)\steam\steamapps\matt2468rv\sourcesdk\bin\source2009\bin\vbsp.exe -game "c:\program files (x86)\steam\steamapps\matt2468rv\half-life 2 episode two\ep2" "C:\Users\Matthew\Desktop\Custom Mapping\ttt_nuclear_power\ttt_nuclear_power"
Valve Software - vbsp.exe (Sep 15 2011)
8 threads
materialPath: c:\program files (x86)\steam\steamapps\matt2468rv\half-life 2 episode two\ep2\materials
Loading C:\Users\Matthew\Desktop\Custom Mapping\ttt_nuclear_power\ttt_nuclear_power.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\matt2468rv\half-life 2 episode two\ep2\gameinfo.txt
Patching WVT material: maps/ttt_nuclear_power/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
Material RealWorldTextures/glass_break is depending on itself through materialvar $crackmaterial! Ignoring...
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 (1)
Find Visible Detail Sides...
Merged 3870 detail faces...done (1)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Users\Matthew\Desktop\Custom Mapping\ttt_nuclear_power\ttt_nuclear_power.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 (3) (2543591 bytes)
Error! prop_static using model "models/props/cs_office/file_cabinet1_group.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/file_cabinet1_group.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 16802 texinfos to 8426
Reduced 1017 texdatas to 773 (56521 bytes to 44540)
Writing C:\Users\Matthew\Desktop\Custom Mapping\ttt_nuclear_power\ttt_nuclear_power.bsp
24 seconds elapsed
Compile Complete for this module.
VBSP Completed: Monday, November 26, 2012, 11:29:14 AM
VBSP: Error loading studio model "models/props/cs_office/file_cabinet1_group.mdl"!
VBSP: Compile time: 24 seconds elapsed
-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!
VVIS: c:\program files (x86)\steam\steamapps\matt2468rv\sourcesdk\bin\source2009\bin\vvis.exe -game "c:\program files (x86)\steam\steamapps\matt2468rv\half-life 2 episode two\ep2" "C:\Users\Matthew\Desktop\Custom Mapping\ttt_nuclear_power\ttt_nuclear_power"
Valve Software - vvis.exe (Sep 15 2011)
8 threads
reading c:\users\matthew\desktop\custom mapping\ttt_nuclear_power\ttt_nuclear_power.bsp
reading c:\users\matthew\desktop\custom mapping\ttt_nuclear_power\ttt_nuclear_power.prt
1385 portalclusters
3449 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 (8)
Optimized: 1273 visible clusters (0.00%)
Total clusters visible: 180852
Average clusters visible: 130
Building PAS...
Average clusters audible: 465
visdatasize:217080 compressed from 487520
writing c:\users\matthew\desktop\custom mapping\ttt_nuclear_power\ttt_nuclear_power.bsp
9 seconds elapsed
Compile Complete for this module.
VVIS Completed: Monday, November 26, 2012, 11:29:24 AM
VVIS: Compile time: 9 seconds elapsed
-------------- Start Compile VRAD ----------------
VRAD Started, Please Wait!
VRAD: c:\program files (x86)\steam\steamapps\matt2468rv\sourcesdk\bin\source2009\bin\vrad.exe -game "c:\program files (x86)\steam\steamapps\matt2468rv\half-life 2 episode two\ep2" "C:\Users\Matthew\Desktop\Custom Mapping\ttt_nuclear_power\ttt_nuclear_power"
Valve Software - vrad.exe SSE (Sep 15 2011)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[4 texlights parsed from 'lights.rad']
Loading c:\users\matthew\desktop\custom mapping\ttt_nuclear_power\ttt_nuclear_power.bsp
Setting up ray-trace acceleration structure... Done (7.76 seconds)
29256 faces
20 degenerate faces
1620025 square feet [233283712.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
29236 patches before subdivision
792146 patches after subdivision
2234 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (123)
BuildVisLeafs: 0...1...2...3...4...5...6...7...
Compile Complete for this module.
VRAD Completed: Monday, November 26, 2012, 11:32:01 AM
Abnormal Exit in VRAD ParseLog caught!
Catch: in vrad_finish!
[/CODE]
There are no leaks in the map, I've also used the interlopers error checker and I don't see what's causing this.. Any help would be greatly appreciated.
Can I see some screens of your map? (Even if in hammer) "BuildVisLeafs: 0...1...2...3...4...5...6...7..." this is the real source of your problem.
Try reading through this read and seeing if anything helps: [url]http://facepunch.com/showthread.php?t=1223365[/url]
It's crashing in calculating ambient. try chopping large surfaces up or raising lightmap scale.
Thank you for your replies! The problem turned out to be a low lightmap scale on very large surfaces. I raised it back to 16 and it now compiles successfully. :dance: Previously I didn't think this was a problem because it compiled fine at least once with the lightmap scale lowered.
Again, thank you both very much!
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