Error message: " vrad.exe has encountered a problem and needs to close. "

What it says in the title pretty much, I get this after my BuildFaceLights finishes.



 
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Running command: cd "c:\program files\valve\steam\steamapps\common\left 4 dead
\bin"
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Running command: "c:\program files\valve\steam\steamapps\common\left 4 dead 2\b
n\vbsp.exe" -game "c:\program files\valve\steam\steamapps\common\left 4 dead 2\
eft4dead2" "C:\Program Files\Valve\Steam\SteamApps\common\left 4 dead 2\sdk_con
ent\mapsrc\Suburbia_District_Level2.vmf"
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Valve Software - vbsp.exe (Apr 21 2010)
2 threads
materialPath: c:\program files\valve\steam\steamapps\common\left 4 dead 2\left4
ead2\materials
Loading C:\Program Files\Valve\Steam\SteamApps\common\left 4 dead 2\sdk_content
mapsrc\Suburbia_District_Level2.vmf
Can't find surfaceprop stone for material STONE/STONE_EXT_04, using default
Can't find surfaceprop cloth for material BUILDINGS/AWNING_BLUE, using default
Patching WVT material: maps/suburbia_district_level2/concrete/blend_blacktop_01
wvt_patch
Patching WVT material: maps/suburbia_district_level2/nature/blend_grass_grass_0
_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 (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1098 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files\Valve\Steam\SteamApps\common\left 4 dead 2\sdk_content
mapsrc\Suburbia_District_Level2.prt...Building visibility clusters...
done (0)
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 (2) (1007135 bytes)
Cannot build Physics2 data
                                                             -----------
DataLinker total stream size                                     0.0 KiB
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 5681 texinfos to 2635
Reduced 545 texdatas to 488 (29579 bytes to 27204)
Writing C:\Program Files\Valve\Steam\SteamApps\common\left 4 dead 2\sdk_content
mapsrc\Suburbia_District_Level2.bsp
57 seconds elapsed
-------------------------------------------------------------------------------
Running command: cd "c:\program files\valve\steam\steamapps\common\left 4 dead
\bin"
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Running command: "c:\program files\valve\steam\steamapps\common\left 4 dead 2\b
n\vvis.exe" -game "c:\program files\valve\steam\steamapps\common\left 4 dead 2\
eft4dead2" "C:\Program Files\Valve\Steam\SteamApps\common\left 4 dead 2\sdk_con
ent\mapsrc\Suburbia_District_Level2"
-------------------------------------------------------------------------------
Valve Software - vvis.exe (Apr 21 2010)
2 threads
reading c:\program files\valve\steam\steamapps\common\left 4 dead 2\sdk_content
mapsrc\Suburbia_District_Level2.bsp
max farz in all env_fog_controller entities: 3000.000000 (used for radial vis)
reading c:\program files\valve\steam\steamapps\common\left 4 dead 2\sdk_content
mapsrc\Suburbia_District_Level2.prt
2729 portalclusters
7791 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (2360)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (1117)
Optimized: 8573 visible clusters (0.00%)
Total clusters visible: 710264
Average clusters visible: 260
Building PAS...
Average clusters audible: 1136
visdatasize:778707  compressed from 1877552
writing c:\program files\valve\steam\steamapps\common\left 4 dead 2\sdk_content
mapsrc\Suburbia_District_Level2.bsp
57 minutes, 57 seconds elapsed
-------------------------------------------------------------------------------
Running command: cd "c:\program files\valve\steam\steamapps\common\left 4 dead
\bin"
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
Running command: "c:\program files\valve\steam\steamapps\common\left 4 dead 2\b
n\vrad.exe"  -game "c:\program files\valve\steam\steamapps\common\left 4 dead 2
left4dead2" -noextra "C:\Program Files\Valve\Steam\SteamApps\common\left 4 dead
2\sdk_content\mapsrc\Suburbia_District_Level2"
-------------------------------------------------------------------------------
Valve Software - vrad.exe SSE (Apr 21 2010)
      Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']
Loading c:\program files\valve\steam\steamapps\common\left 4 dead 2\sdk_content
mapsrc\Suburbia_District_Level2.bsp
Setting up ray-trace acceleration structure... Done (46.18 seconds)
20269 faces
3835861 square feet [552364032.00 square inches]
6 Displacements
2554 Square Feet [367884.00 Square Inches]
20269 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
1304549 patches after subdivision
sun extent from map=0.000000
11 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (574)
Finished. Press a key to close.

(Note, it doesn’t appear in my compiler, it’s just a seperate error message window.)

Along with the usual " Microsoft Visual C++ runtime error " message I get, this occurs too, I’ve been getting these errors forever and have done so many things to fix my map and optimize it that I’ve reached the point where I have no idea what else I can do.

Has anyone ever gotten this error before? And do you know how to fix it?

Post the whole compile log.

Added it to OP.

My computer does this sporadically. It doesn’t compile secondary light bounces, and the map shows without HDR.

Usually I only have to restart the Source SDK.

What do they meen by " a solid in your level has a face with no area " ?

Also using cordon wouldn’t help me, if I compile anywhere in the map it will work, I’ve tried this method before. But if I just simply try compiling it all together it just doesn’t want to work.

Sometimes hammer can glitch and you will get a brush with 0 units… This is what they are talking about. You tried making a flat surface and one of the sides you shrunk went to 0 instead of 1.