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I am designing a map for CSS like usual

I had compiled an earlier version that worked but was unhappy with the results

so I made a few changes, but this time when the compile log reaches where it is at and crashes.

 

The changes that I made. One of them is the culprit.

 

1. I increased snowfall precipitation density by 300%

2. I added some displacement maps

3. I decreased the lightmap scale to 4 from 8

4. Added some more snow decals

5. changed a couple of textures

 

 

 

** Executing...

** Command: "c:\program files\steam\steamapps\cameronneujahr\sourcesdk\bin\orangebox\bin\vbsp.exe"

** Parameters: -game "c:\program files\steam\steamapps\cameronneujahr\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\cameronneujahr\sourcesdk_content\cstrike\mapsrc\cs_nightrush_FinalB1.vmf"

 

Valve Software - vbsp.exe (Jul 7 2010)

2 threads

materialPath: c:\program files\steam\steamapps\cameronneujahr\counter-strike source\cstrike\materials

Loading C:\Program Files\Steam\steamapps\cameronneujahr\sourcesdk_content\cstrike\mapsrc\cs_nightrush_FinalB1.vmf

ConVarRef mat_reduceparticles doesn't point to an existing ConVar

Could not locate 'GameData' key in c:\program files\steam\steamapps\cameronneujahr\counter-strike source\cstrike\gameinfo.txt

Patching WVT material: maps/cs_nightrush_finalb1/nature/blenddirtgrass001a_wvt_patch

Patching WVT material: maps/cs_nightrush_finalb1/nature/infblendgrassdirt001a_wvt_patch

Patching WVT material: maps/cs_nightrush_finalb1/nature/blendprodconcgrass_wvt_patch

fixing up env_cubemap materials on brush sides...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring...

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 144 detail faces...done (0)

Merging details...done (0)

FixTjuncs...

PruneNodes...

WriteBSP...

done (1)

writing C:\Program Files\Steam\steamapps\cameronneujahr\sourcesdk_content\cstrike\mapsrc\cs_nightrush_FinalB1.prt...Building visibility clusters...

done (0)

Creating default LDR cubemaps for env_cubemap using skybox materials:

skybox/sky_day01_09*.vmt

! Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:

skybox/sky_day01_09*.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 (3) (936900 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 7470 texinfos to 2768

Reduced 370 texdatas to 244 (17498 bytes to 11769)

Writing C:\Program Files\Steam\steamapps\cameronneujahr\sourcesdk_content\cstrike\mapsrc\cs_nightrush_FinalB1.bsp

35 seconds elapsed

 

** Executing...

** Command: "c:\program files\steam\steamapps\cameronneujahr\sourcesdk\bin\orangebox\bin\vvis.exe"

** Parameters: -game "c:\program files\steam\steamapps\cameronneujahr\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\cameronneujahr\sourcesdk_content\cstrike\mapsrc\cs_nightrush_FinalB1"

 

Valve Software - vvis.exe (Jul 7 2010)

2 threads

reading c:\program files\steam\steamapps\cameronneujahr\sourcesdk_content\cstrike\mapsrc\cs_nightrush_FinalB1.bsp

reading c:\program files\steam\steamapps\cameronneujahr\sourcesdk_content\cstrike\mapsrc\cs_nightrush_FinalB1.prt

1827 portalclusters

5324 numportals

BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (6)

PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (799)

Optimized: 3910 visible clusters (0.00%)

Total clusters visible: 421150

Average clusters visible: 230

Building PAS...

Average clusters audible: 713

visdatasize:369717 compressed from 847728

writing c:\program files\steam\steamapps\cameronneujahr\sourcesdk_content\cstrike\mapsrc\cs_nightrush_FinalB1.bsp

13 minutes, 26 seconds elapsed

 

** Executing...

** Command: "c:\program files\steam\steamapps\cameronneujahr\sourcesdk\bin\orangebox\bin\vrad.exe"

** Parameters: -game "c:\program files\steam\steamapps\cameronneujahr\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\cameronneujahr\sourcesdk_content\cstrike\mapsrc\cs_nightrush_FinalB1"

 

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

 

Valve Radiosity Simulator

2 threads

[Reading texlights from 'lights.rad']

[1 texlights parsed from 'lights.rad']

 

Loading c:\program files\steam\steamapps\cameronneujahr\sourcesdk_content\cstrike\mapsrc\cs_nightrush_FinalB1.bsp

Setting up ray-trace acceleration structure... Done (18.16 seconds)

22437 faces

5 degenerate faces

3315239 square feet [477394496.00 square inches]

54 Displacements

16760 Square Feet [2413536.75 Square Inches]

22432 patches before subdivision

zero area child patch

zero area child patch

zero area child patch

>CRASHES HERE<

 

 

 

** Executing...

** Command: Copy File

** Parameters: "C:\Program Files\Steam\steamapps\cameronneujahr\sourcesdk_content\cstrike\mapsrc\cs_nightrush_FinalB1.bsp" "c:\program files\steam\steamapps\cameronneujahr\counter-strike source\cstrike\maps\cs_nightrush_FinalB1.bsp"

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If you have complex brushwork with multiple faces or displacement work that is invalid and you alter the light map grid on that particular object, it can cause Vrad to crash.

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