VRAD Won't Compile with HDR

Hey guys, I got a problem here. I compiled my map with HDR ticked and got this error after a few minutes: vrad.exe has stopped working. I launched my map and there’s no HDR… Yes, my bloom is on.

heres my compile log:



** Executing...
** Command: "c:\program files\steam\steamapps\francis115\sourcesdk\bin\orangebox\bin\vbsp_h4xed_16.exe"
** Parameters: -game "c:\program files\steam\steamapps\francis115\half-life 2 episode two\ep2" "C:\Users\Daniel\Desktop\Maps\gn_bajarama\gm_bajarma06"

Valve Software - vbsp.exe (May 23 2008)
H4xed by DeathByNukes. (DeathByNukes.com)
2 threads
materialPath: c:\program files\steam\steamapps\francis115\half-life 2 episode two\ep2\materials
Loading C:\Users\Daniel\Desktop\Maps\gn_bajarama\gm_bajarma06.vmf
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 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 14 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Daniel\Desktop\Maps\gn_bajarama\gm_bajarma06.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day02_07*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day02_07*.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 (8) (161516 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 1649 texinfos to 974
Reduced 50 texdatas to 43 (1290 bytes to 1127)
Writing C:\Users\Daniel\Desktop\Maps\gn_bajarama\gm_bajarma06.bsp
33 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\francis115\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\francis115\half-life 2 episode two\ep2" "C:\Users\Daniel\Desktop\Maps\gn_bajarama\gm_bajarma06"

Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\users\daniel\desktop\maps\gn_bajarama\gm_bajarma06.bsp
reading c:\users\daniel\desktop\maps\gn_bajarama\gm_bajarma06.prt
 120 portalclusters
 437 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 (6)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 13232
Average clusters visible: 110
Building PAS...
Average clusters audible: 120
visdatasize:4583  compressed from 3840
writing c:\users\daniel\desktop\maps\gn_bajarama\gm_bajarma06.bsp
6 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\francis115\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\program files\steam\steamapps\francis115\half-life 2 episode two\ep2" "C:\Users\Daniel\Desktop\Maps\gn_bajarama\gm_bajarma06"

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:\users\daniel\desktop\maps\gn_bajarama\gm_bajarma06.bsp
Setting up ray-trace acceleration structure... Done (24.62 seconds)
3092 faces
2 degenerate faces
3916135 square feet [563923520.00 square inches]
505 Displacements
2340623 Square Feet [337049760.00 Square Inches]
3090 patches before subdivision
170600 patches after subdivision
sun extent from map=0.000000
27 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (151)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (210)
transfers 18581635, max 1064
transfer lists: 141.8 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(366240, 307598, 239958)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #2 added RGB(59542, 52161, 41994)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(16047, 14539, 11886)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(5236, 4913, 3981)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(1875, 1773, 1392)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(691, 654, 494)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(258, 243, 177)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(97, 91, 63)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #9 added RGB(36, 34, 23)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(14, 13, 8)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #11 added RGB(5, 5, 3)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #12 added RGB(2, 2, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #13 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.4275 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (49)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (22)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  10/1024          480/49152    ( 1.0%) 
brushes                417/8192         5004/98304    ( 5.1%) 
brushsides            3756/65536       30048/524288   ( 5.7%) 
planes                5072/65536      101440/1310720  ( 7.7%) 
vertexes              4431/65536       53172/786432   ( 6.8%) 
nodes                 1113/65536       35616/2097152  ( 1.7%) 
texinfos               974/12288       70128/884736   ( 7.9%) 
texdata                 43/2048         1376/65536    ( 2.1%) 
dispinfos              505/0           88880/0        ( 0.0%) 
disp_verts          145529/0         2910580/0        ( 0.0%) 
disp_tris           257792/0          515584/0        ( 0.0%) 
disp_lmsamples     6372996/0         6372996/0        ( 0.0%) 
faces                 3092/65536      173152/3670016  ( 4.7%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             1981/65536      110936/3670016  ( 3.0%) 
leaves                1124/65536       35968/2097152  ( 1.7%) 
leaffaces             3238/65536        6476/131072   ( 4.9%) 
leafbrushes            881/65536        1762/131072   ( 1.3%) 
areas                    6/256            48/2048     ( 2.3%) 
surfedges            22679/512000      90716/2048000  ( 4.4%) 
edges                13451/256000      53804/1024000  ( 5.3%) 
LDR worldlights         27/8192         2376/720896   ( 0.3%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            131/32768        1310/327680   ( 0.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          2508/65536        5016/131072   ( 3.8%) 
cubemapsamples           6/1024           96/16384    ( 0.6%) 
overlays                 6/512          2112/180224   ( 1.2%) 
LDR lightdata         [variable]     7254588/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]        4583/16777216 ( 0.0%) 
entdata               [variable]       14589/393216   ( 3.7%) 
LDR ambient table     1124/65536        4496/262144   ( 1.7%) 
HDR ambient table     1124/65536        4496/262144   ( 1.7%) 
LDR leaf ambient      1706/65536       47768/1835008  ( 2.6%) 
HDR leaf ambient      1124/65536       31472/1835008  ( 1.7%) 
occluders                0/0               0/0        ( 0.0%) 
occluder polygons        0/0               0/0        ( 0.0%) 
occluder vert ind        0/0               0/0        ( 0.0%) 
detail props          [variable]           1/12       ( 8.3%) 
static props          [variable]           1/1918     ( 0.1%) 
pakfile               [variable]      609121/0        ( 0.0%) 
physics               [variable]      161516/4194304  ( 3.9%) 
physics terrain       [variable]      401962/1048576  (38.3%) 

Level flags = 0

Total triangle count: 8543
Writing c:\users\daniel\desktop\maps\gn_bajarama\gm_bajarma06.bsp
7 minutes, 44 seconds elapsed
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:\users\daniel\desktop\maps\gn_bajarama\gm_bajarma06.bsp

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Daniel\Desktop\Maps\gn_bajarama\gm_bajarma06.bsp" "c:\program files\steam\steamapps\francis115\half-life 2 episode two\ep2\maps\gm_bajarma06.bsp"


** Executing...
** Command: c:\program files\steam\steam.exe
** Parameters: -applaunch 420 -game "c:\program files\steam\steamapps\francis115\half-life 2 episode two\ep2" -final +map "gm_bajarma06"



Interlopers compile log check shows nothing.
Running Vista?

nope, Windows 7 32 bit

Steam is getting some issues lately. Try restarting it. It usually helps me

This happens to vista/win7 (apparently) users. Sucks :frowning:

K, it worked now… tnx!

How? What helped? What was the solution?

weeee