VRad stops at BuildVisLeafs, running vvis breaks lighting, works without vvis.

Basically I’m making a build map for my server and for no apparent reason my lighting doesn’t finish compiling.



** Executing...
** Command: "d:\steam\steamapps\-\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "d:\steam\steamapps\-\half-life 2 episode two\ep2" "c:\users\samuel\desktop\fp_huussi\lcu_theyard"

Valve Software - vbsp.exe (Jun  8 2010)
4 threads
materialPath: d:\steam\steamapps\-\half-life 2 episode two\ep2\materials
Loading c:\users\samuel\desktop\fp_huussi\lcu_theyard.vmf
Could not locate 'GameData' key in d:\steam\steamapps\-\half-life 2 episode two\ep2\gameinfo.txt
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\users\samuel\desktop\fp_huussi\lcu_theyard.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 (0) (67840 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 194 texinfos to 121
Reduced 14 texdatas to 10 (415 bytes to 226)
Writing c:\users\samuel\desktop\fp_huussi\lcu_theyard.bsp
1 second elapsed

** Executing...
** Command: "d:\steam\steamapps\-\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -low -fast -radius_override 36000 -game "d:\steam\steamapps\-\half-life 2 episode two\ep2" "c:\users\samuel\desktop\fp_huussi\lcu_theyard"

Valve Software - vvis.exe (Jun  8 2010)
fastvis = true
Vis Radius = 36000.00
4 threads
reading c:\users\samuel\desktop\fp_huussi\lcu_theyard.bsp
reading c:\users\samuel\desktop\fp_huussi\lcu_theyard.prt
1448 portalclusters
3338 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 2096702
Average clusters visible: 1447
Building PAS...
Average clusters audible: 1448
visdatasize:535764  compressed from 532864
writing c:\users\samuel\desktop\fp_huussi\lcu_theyard.bsp
1 second elapsed

** Executing...
** Command: "d:\steam\steamapps\-\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -low -StaticPropPolys -both -game "d:\steam\steamapps\-\half-life 2 episode two\ep2" "c:\users\samuel\desktop\fp_huussi\lcu_theyard"

Valve Software - vrad.exe SSE (Jun  8 2010)

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

Loading c:\users\samuel\desktop\fp_huussi\lcu_theyard.bsp
Setting up ray-trace acceleration structure... Done (0.19 seconds)
9278 faces
44926165 square feet [6469367808.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
9278 patches before subdivision
561744 patches after subdivision
sun extent from map=0.000000
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (87)
BuildVisLeafs:       0...1...2...3...4.
** Executing...
** Command: Copy File
** Parameters: "c:\users\samuel\desktop\fp_huussi\lcu_theyard.bsp" "d:\steam\steamapps\-\half-life 2 episode two\ep2\maps\lcu_theyard.bsp"


** Executing...
** Command: "d:\steam\steamapps\-\half-life 2 episode two\hl2.exe"
** Parameters: -dev -console -allowdebug -game "d:\steam\steamapps\-\half-life 2 episode two\ep2" +map "lcu_theyard"


I just noticed it’s saving my vmfs in the fp house folder. Oh god.

-snip wrong thread-

Um, no I don’t.

Try running just LDR.
Then later you can just compile HDR onto the bsp

Why do you have -radius_override on?

I disabled it anyways, I thought it was the command to increase the clip plane distance.

Try setting vrad to low.

He did

Oops I meant vvis.