BuildVisLeafs Freezes at 0

BuildVisLeafs freezes at 0. I’ve optimized it, made sure everything has a proper lightmap scale, etc. It keeps freezing at 0. How do I fix this?



** Executing...
** Command: "c:\program files (x86)\steam\steamapps\cherby\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\cherby\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\cherby\garrysmod\garrysmod\maps\gm_Snowlandzorz"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\cherby\half-life 2 episode two\ep2\materials
Loading C:\Program Files (x86)\Steam\steamapps\cherby\garrysmod\garrysmod\maps\gm_Snowlandzorz.vmf
Patching WVT material: maps/gm_snowlandzorz/cherbyblendrocksnow_wvt_patch
Patching WVT material: maps/gm_snowlandzorz/cherby/blenddirtsnow_wvt_patch
Patching WVT material: maps/gm_snowlandzorz/nature/blendgraveldirt01_wvt_patch
Patching WVT material: maps/gm_snowlandzorz//blendgrasssand01a_wvt_patch
Patching WVT material: maps/gm_snowlandzorz/nature/blendrockblack02a_dx8_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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1028 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files (x86)\Steam\steamapps\cherby\garrysmod\garrysmod\maps\gm_Snowlandzorz.prt...Building visibility clusters...
done (0)
material "skybox/winterrt" not found.
Can't load skybox file skybox/winter to build the default cubemap!
Can't load skybox file skybox/winter to build the default cubemap!
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 (4) (589560 bytes)
Error! prop_static using model "models/props_wasteland/controlroom_filecabinet002a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_wasteland/controlroom_filecabinet002a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3200 texinfos to 1857
Reduced 99 texdatas to 77 (3799 bytes to 2825)
Writing C:\Program Files (x86)\Steam\steamapps\cherby\garrysmod\garrysmod\maps\gm_Snowlandzorz.bsp
29 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\cherby\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\cherby\half-life 2 episode two\ep2" -fast "C:\Program Files (x86)\Steam\steamapps\cherby\garrysmod\garrysmod\maps\gm_Snowlandzorz"

Valve Software - vvis.exe (May 19 2009)
fastvis = true
2 threads
reading c:\program files (x86)\steam\steamapps\cherby\garrysmod\garrysmod\maps\gm_Snowlandzorz.bsp
reading c:\program files (x86)\steam\steamapps\cherby\garrysmod\garrysmod\maps\gm_Snowlandzorz.prt
   1 portalclusters
   0 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 1
Average clusters visible: 1
Building PAS...
Average clusters audible: 1
visdatasize:14  compressed from 16
writing c:\program files (x86)\steam\steamapps\cherby\garrysmod\garrysmod\maps\gm_Snowlandzorz.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\cherby\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files (x86)\steam\steamapps\cherby\half-life 2 episode two\ep2" "C:\Program Files (x86)\Steam\steamapps\cherby\garrysmod\garrysmod\maps\gm_Snowlandzorz"

Valve Software - vrad.exe SSE (May 19 2009)

      Valve Radiosity Simulator     
2 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\cherby\garrysmod\garrysmod\maps\gm_Snowlandzorz.bsp
Setting up ray-trace acceleration structure... Done (10.80 seconds)
9429 faces
26 degenerate faces
19948590 square feet [2872596992.00 square inches]
281 Displacements
1252913 Square Feet [180419520.00 Square Inches]
9403 patches before subdivision
242749 patches after subdivision
sun extent from map=0.000000
44 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (141)
BuildVisLeafs:       0
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\cherby\garrysmod\garrysmod\maps\gm_Snowlandzorz.bsp" "c:\program files (x86)\steam\steamapps\cherby\garrysmod\garrysmod\maps\gm_Snowlandzorz.bsp" 

It’s not frozen, it’s just taking a very long time.

Optimize your map more.

http://rvanhoorn.ruhosting.nl/optimization.php?chapter=intro

> 0 numportals <

The map has absolutely no visportals, it doesn’t know what to do with it.
I’ve always had bad experiences with making large visclusters to cover the entire map which I’m guessing you did with this.

Also I’m not sure if I’m correct, but these sort of problems have cropped up for me and that’s what I concluded it must be.

don’t cover the entire map in one func_viscluster, that’s your issue. It’s also not optimization, it’s just laziness.

Get back to optimizing your visleafs the proper way and it should start working again.