Vrad problem
Quote from NunamedDragon on December 17, 2010, 6:04 amI have problems getting this map to compile the vrad crashes when I have vvis enabled but not when vvis is disabled (i HAVE BEEN TRYING TO FINISH MY Map which was going to be in the october 2010 mapping competion but dropped out due to this problem)
I know that VBSP: Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! is not the problem
Here is my compile log
- Code: Select all
Advanced Compile Options Panel selected!
VBSP Advanced:
VVIS Advanced:
VRAD Advanced: -textureshadows -StaticPropPolys -StaticPropLightingFinal Compile Selected!
NOTE: old vbsp log file deleted: F:Steamsteamappsnunameddragonsourcesdk_contentportalmapsrcThe_Three_vbsp_old.log
NOTE: old vvis log file deleted: F:Steamsteamappsnunameddragonsourcesdk_contentportalmapsrcThe_Three_vvis_old.logNOTE: existing vbsp log file renamed to : F:Steamsteamappsnunameddragonsourcesdk_contentportalmapsrcThe_Three_vbsp_old.log
NOTE: existing vvis log file renamed to : F:Steamsteamappsnunameddragonsourcesdk_contentportalmapsrcThe_Three_vvis_old.log
Compile Start Time: Friday, December 17, 2010, 6:43:25 PM-------------- Start Compile BSP ----------------
VBSP Started, Please Wait!VBSP: f:steamsteamappsnunameddragonsourcesdkbinorangeboxbinvbsp.exe -game "f:steamsteamappsnunameddragonportalportal" "F:Steamsteamappsnunameddragonsourcesdk_contentportalmapsrcThe_Three"
Valve Software - vbsp.exe (Jul 7 2010)
2 threads
materialPath: f:steamsteamappsnunameddragonportalportalmaterials
Loading F:Steamsteamappsnunameddragonsourcesdk_contentportalmapsrcThe_Three.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
"materials/glass/glasswindow_refract01.vtf": cached version doesn't exist
Could not locate 'GameData' key in f:steamsteamappsnunameddragonportalportalgameinfo.txt
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 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1688 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing F:Steamsteamappsnunameddragonsourcesdk_contentportalmapsrcThe_Three.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.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_01*.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 (2) (1419448 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...Material NATURE/BLENDDIRTGRASS008A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 7806 texinfos to 3775
Reduced 503 texdatas to 442 (23808 bytes to 21454)
Writing F:Steamsteamappsnunameddragonsourcesdk_contentportalmapsrcThe_Three.bsp
22 seconds elapsedCompile Complete for this module.
VBSP Completed: Friday, December 17, 2010, 6:43:48 PM
VBSP: Placing detail props : 0...1...2...3...4...5...6...7...8...Material NATURE/BLENDDIRTGRASS008A uses unknown detail object type coastline_redgrass01!
VBSP: Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
VBSP: Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
VBSP: Compile time: 22 seconds elapsed-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!VVIS: f:steamsteamappsnunameddragonsourcesdkbinorangeboxbinvvis.exe -game "f:steamsteamappsnunameddragonportalportal" "F:Steamsteamappsnunameddragonsourcesdk_contentportalmapsrcThe_Three"
Valve Software - vvis.exe (Jul 7 2010)
2 threads
reading f:steamsteamappsnunameddragonsourcesdk_contentportalmapsrcThe_Three.bsp
reading f:steamsteamappsnunameddragonsourcesdk_contentportalmapsrcThe_Three.prt
832 portalclusters
1857 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 (3)
Optimized: 566 visible clusters (0.00%)
Total clusters visible: 63408
Average clusters visible: 76
Building PAS...
Average clusters audible: 225
visdatasize:76903 compressed from 173056
writing f:steamsteamappsnunameddragonsourcesdk_contentportalmapsrcThe_Three.bsp
4 seconds elapsedCompile Complete for this module.
VVIS Completed: Friday, December 17, 2010, 6:43:53 PM
VVIS: Compile time: 4 seconds elapsed-------------- Start Compile VRAD ----------------
VRAD Started, Please Wait!VRAD: f:steamsteamappsnunameddragonsourcesdkbinorangeboxbinvrad.exe -final -both -textureshadows -StaticPropPolys -StaticPropLighting -game "f:steamsteamappsnunameddragonportalportal" "F:Steamsteamappsnunameddragonsourcesdk_contentportalmapsrcThe_Three"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[53 texlights parsed from 'lights.rad']Loading f:steamsteamappsnunameddragonsourcesdk_contentportalmapsrcThe_Three.bsp
Loaded alpha texture materialsmodelsprops_foliageUrban_Trees_branches02_mip0.vtf
Loaded alpha texture materialsmodelsprops_foliagevines01.vtf
Loaded alpha texture materialsmodelsprops_foliagetree_deciduous_01a_branches.vtf
Loaded alpha texture materialsmodelsprops_foliagetree_deciduous_01a_leaves.vtf
Loaded alpha texture materialsModelsprops_wastelandfence_alpha.vtf
Loaded alpha texture materialsmodelsprops_foliagetree_deciduous_01a_lod.vtf
Loaded alpha texture materialsmodelsprops_foliagetree_deciduous_01a_lod-leaves.vtf
Setting up ray-trace acceleration structure... Done (18.96 seconds)
12203 faces
6 degenerate faces
359820 square feet [51814200.00 square inches]
3 Displacements
940 Square Feet [135371.34 Square Inches]
12197 patches before subdivision
272337 patches after subdivision
715 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (84)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...
Compile Complete for this module.
VRAD Completed: Friday, December 17, 2010, 6:47:15 PM
Abnormal Exit in VRAD ParseLog caught!
Catch: in vrad_finish!Notice how it crashes on BuildVisLeafs just before getting to 10
Any Ideas on what could be causeing the vvis to crash vrad...
I have problems getting this map to compile the vrad crashes when I have vvis enabled but not when vvis is disabled (i HAVE BEEN TRYING TO FINISH MY Map which was going to be in the october 2010 mapping competion but dropped out due to this problem)
I know that VBSP: Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01! is not the problem
Here is my compile log
- Code: Select all
Advanced Compile Options Panel selected!
VBSP Advanced:
VVIS Advanced:
VRAD Advanced: -textureshadows -StaticPropPolys -StaticPropLightingFinal Compile Selected!
NOTE: old vbsp log file deleted: F:Steamsteamappsnunameddragonsourcesdk_contentportalmapsrcThe_Three_vbsp_old.log
NOTE: old vvis log file deleted: F:Steamsteamappsnunameddragonsourcesdk_contentportalmapsrcThe_Three_vvis_old.logNOTE: existing vbsp log file renamed to : F:Steamsteamappsnunameddragonsourcesdk_contentportalmapsrcThe_Three_vbsp_old.log
NOTE: existing vvis log file renamed to : F:Steamsteamappsnunameddragonsourcesdk_contentportalmapsrcThe_Three_vvis_old.log
Compile Start Time: Friday, December 17, 2010, 6:43:25 PM-------------- Start Compile BSP ----------------
VBSP Started, Please Wait!VBSP: f:steamsteamappsnunameddragonsourcesdkbinorangeboxbinvbsp.exe -game "f:steamsteamappsnunameddragonportalportal" "F:Steamsteamappsnunameddragonsourcesdk_contentportalmapsrcThe_Three"
Valve Software - vbsp.exe (Jul 7 2010)
2 threads
materialPath: f:steamsteamappsnunameddragonportalportalmaterials
Loading F:Steamsteamappsnunameddragonsourcesdk_contentportalmapsrcThe_Three.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
"materials/glass/glasswindow_refract01.vtf": cached version doesn't exist
Could not locate 'GameData' key in f:steamsteamappsnunameddragonportalportalgameinfo.txt
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 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1688 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing F:Steamsteamappsnunameddragonsourcesdk_contentportalmapsrcThe_Three.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.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_01*.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 (2) (1419448 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...Material NATURE/BLENDDIRTGRASS008A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 7806 texinfos to 3775
Reduced 503 texdatas to 442 (23808 bytes to 21454)
Writing F:Steamsteamappsnunameddragonsourcesdk_contentportalmapsrcThe_Three.bsp
22 seconds elapsedCompile Complete for this module.
VBSP Completed: Friday, December 17, 2010, 6:43:48 PM
VBSP: Placing detail props : 0...1...2...3...4...5...6...7...8...Material NATURE/BLENDDIRTGRASS008A uses unknown detail object type coastline_redgrass01!
VBSP: Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
VBSP: Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
VBSP: Compile time: 22 seconds elapsed-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!VVIS: f:steamsteamappsnunameddragonsourcesdkbinorangeboxbinvvis.exe -game "f:steamsteamappsnunameddragonportalportal" "F:Steamsteamappsnunameddragonsourcesdk_contentportalmapsrcThe_Three"
Valve Software - vvis.exe (Jul 7 2010)
2 threads
reading f:steamsteamappsnunameddragonsourcesdk_contentportalmapsrcThe_Three.bsp
reading f:steamsteamappsnunameddragonsourcesdk_contentportalmapsrcThe_Three.prt
832 portalclusters
1857 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 (3)
Optimized: 566 visible clusters (0.00%)
Total clusters visible: 63408
Average clusters visible: 76
Building PAS...
Average clusters audible: 225
visdatasize:76903 compressed from 173056
writing f:steamsteamappsnunameddragonsourcesdk_contentportalmapsrcThe_Three.bsp
4 seconds elapsedCompile Complete for this module.
VVIS Completed: Friday, December 17, 2010, 6:43:53 PM
VVIS: Compile time: 4 seconds elapsed-------------- Start Compile VRAD ----------------
VRAD Started, Please Wait!VRAD: f:steamsteamappsnunameddragonsourcesdkbinorangeboxbinvrad.exe -final -both -textureshadows -StaticPropPolys -StaticPropLighting -game "f:steamsteamappsnunameddragonportalportal" "F:Steamsteamappsnunameddragonsourcesdk_contentportalmapsrcThe_Three"
Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[53 texlights parsed from 'lights.rad']Loading f:steamsteamappsnunameddragonsourcesdk_contentportalmapsrcThe_Three.bsp
Loaded alpha texture materialsmodelsprops_foliageUrban_Trees_branches02_mip0.vtf
Loaded alpha texture materialsmodelsprops_foliagevines01.vtf
Loaded alpha texture materialsmodelsprops_foliagetree_deciduous_01a_branches.vtf
Loaded alpha texture materialsmodelsprops_foliagetree_deciduous_01a_leaves.vtf
Loaded alpha texture materialsModelsprops_wastelandfence_alpha.vtf
Loaded alpha texture materialsmodelsprops_foliagetree_deciduous_01a_lod.vtf
Loaded alpha texture materialsmodelsprops_foliagetree_deciduous_01a_lod-leaves.vtf
Setting up ray-trace acceleration structure... Done (18.96 seconds)
12203 faces
6 degenerate faces
359820 square feet [51814200.00 square inches]
3 Displacements
940 Square Feet [135371.34 Square Inches]
12197 patches before subdivision
272337 patches after subdivision
715 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (84)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...
Compile Complete for this module.
VRAD Completed: Friday, December 17, 2010, 6:47:15 PM
Abnormal Exit in VRAD ParseLog caught!
Catch: in vrad_finish!
Notice how it crashes on BuildVisLeafs just before getting to 10
Any Ideas on what could be causeing the vvis to crash vrad...