• 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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