VRAD compile problem, suggestions?

I’m working on a pretty simple build map for Garry’s mod right now, the basic idea is a humongous warehouse with all the fun ware-house related things. (because hey, if Garry’s mod had a campaign, how else would they explain where all the props come from?)
The map is huge, 14,848 by 7680 units

The only problem i have is that when i compile the map, while it’s in VRAD, building vis leafs, it just stops at zero, and finishes just like that. (leading to horrific full-bright madness.)

Here is the compile log, though I’ve checked it quite a few times and i can’t find anything wrong, maybe you can?

** Executing…
** Command: “c:\program files (x86)\steam\steamapps\aaagamer\sourcesdk\bin\orangebox\bin\vbsp.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps\aaagamer\half-life 2 episode two\ep2” “C:\Users\owner\Desktop\New folder\gm_warehouse.vmf”

Valve Software - vbsp.exe (Jul 7 2010)
1 threads
materialPath: c:\program files (x86)\steam\steamapps\aaagamer\half-life 2 episode two\ep2\materials
Loading C:\Users\owner\Desktop\New folder\gm_warehouse.vmf
Could not locate ‘GameData’ key in c:\program files (x86)\steam\steamapps\aaagamer\half-life 2 episode two\ep2\gameinfo.txt
Patching WVT material: maps/gm_warehouse/concrete/blendconcreterock001a_wvt_patch
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…
Merged 180 detail faces…done (0)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
writing C:\Users\owner\Desktop\New folder\gm_warehouse.prt…Building visibility clusters…
done (0)
material “skybox/militia_hdrrt” not found.
Can’t load skybox file skybox/militia_hdr to build the default cubemap!
Can’t load skybox file skybox/militia_hdr 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 (0) (89586 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 391 texinfos to 302
Reduced 37 texdatas to 30 (1183 bytes to 950)
Writing C:\Users\owner\Desktop\New folder\gm_warehouse.bsp
4 seconds elapsed

** Executing…
** Command: “c:\program files (x86)\steam\steamapps\aaagamer\sourcesdk\bin\orangebox\bin\vvis.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps\aaagamer\half-life 2 episode two\ep2” “C:\Users\owner\Desktop\New folder\gm_warehouse”

Valve Software - vvis.exe (Jul 7 2010)
1 threads
reading c:\users\owner\desktop
ew folder\gm_warehouse.bsp
reading c:\users\owner\desktop
ew folder\gm_warehouse.prt
47 portalclusters
116 numportals
BasePortalVis: 0…1…2…3…4…5…6…7…8…9…10 (0)
PortalFlow: 0…1…2…3…4…5…6…7…8…9…10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 1585
Average clusters visible: 33
Building PAS…
Average clusters audible: 47
visdatasize:949 compressed from 752
writing c:\users\owner\desktop
ew folder\gm_warehouse.bsp
0 seconds elapsed

** Executing…
** Command: “c:\program files (x86)\steam\steamapps\aaagamer\sourcesdk\bin\orangebox\bin\vrad.exe”
** Parameters: -game “c:\program files (x86)\steam\steamapps\aaagamer\half-life 2 episode two\ep2” “C:\Users\owner\Desktop\New folder\gm_warehouse”

Valve Software - vrad.exe SSE (Jul 7 2010)

  Valve Radiosity Simulator     

1 threads
[Reading texlights from ‘lights.rad’]
[48 texlights parsed from ‘lights.rad’]

Loading c:\users\owner\desktop
ew folder\gm_warehouse.bsp
Setting up ray-trace acceleration structure… Done (2.60 seconds)
6185 faces
4241288 square feet [610745536.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
6185 patches before subdivision
352973 patches after subdivision
10 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (261)
BuildVisLeafs: 0
** Executing…
** Command: Copy File
** Parameters: “C:\Users\owner\Desktop\New folder\gm_warehouse.bsp” “c:\program files (x86)\steam\steamapps\aaagamer\half-life 2 episode two\ep2\maps\gm_warehouse.bsp”

another notable thing is that it whizzes past vvis in about 1 second, seemed strange to me.

Use codetags next time please.
Are you sure, that you didn’t select ‘Fast Compile’ or something? If you press F9 / Compile Map button / Run Map… in menu, make sure anything is set to ‘Normal’

It would say fast compile in the compile log.

tbh it is a weird error to me.

Try using mat_fullbright 0, you first compiled the map without lighting, then with lighting, so mat_fullbright is 1, there’s nothing wrong with the compile log

you think that it’s just skipping the lighting because i didn’t compile the map with lighting the first time?
I’ll try what you said.

sorry if i sound un-knowledgeable, I’ve never had this problem before.


Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\aaagamer\half-life 2 episode two\ep2\gameinfo.txt

Why don’t people read the logs before they post them, it would save everyone a good bit of time.

Your game cache is corrupt, run the cache checker in the game properties to fix it.

It doesn’t do anything to the compile as far as I’ve noticed.