VRAD crashes on second pass, no error message

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srs bsnss
552 Posts
Posted Mar 08, 2013
Hi everyone,

I've been working on a map (as a mapper is wont to do), and I've run into a strange error that I'm having a lot of difficulty overcoming.

When I do a full compile [the -both -final (slow!) one], VRAD decides to be unresponsive on the second pass - it gets to BuildVisLeafs, counts all the way up to
"9...", then stops for a very long time. Then, Windows pops up saying "vrad.exe has stopped working". It only happens on full compile.

I've tried cordoning off certain areas, it only happens when I compile the whole map.
VVIS runs like a charm, 0 seconds elapse, 648 numportals.

Can anybody suggest why this might be happening? I've attached a .vmf for your troubleshooting pleasure.

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Lpfreaky90
2,842 Posts
Posted Mar 08, 2013
Replied 1 hour later
I can has instances/custom/mp_coop_x^2/coop_endlevel_room_x^2.vmf? =3
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TopHATTwaffle
113 Posts
Posted Mar 08, 2013
Replied 3 minutes later
I've experienced some issues with the -both switch. I don't know if they are resolved. Please use 2 compile lines in the advanced compile. Have one use -LDR and the other use -HDR. Let me know if it still crashes on you.
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srs bsnss
552 Posts
Posted Mar 08, 2013
Replied 12 minutes later

TopHATTwaffle wrote:
I've experienced some issues with the -both switch. I don't know if they are resolved. Please use 2 compile lines in the advanced compile. Have one use -LDR and the other use -HDR. Let me know if it still crashes on you.

By that do you mean duplicate the lighting line, and put -ldr in one and -hdr in the other? Sounds reasonable. I'll give it a crack.

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TopHATTwaffle
113 Posts
Posted Mar 08, 2013
Replied 3 minutes later

srs bsnss wrote:
By that do you mean duplicate the lighting line, and put -ldr in one and -hdr in the other? Sounds reasonable. I'll give it a crack.

Yup, do that!

Avatar
srs bsnss
552 Posts
Posted Mar 08, 2013
Replied 51 minutes later

TopHATTwaffle wrote:
srs bsnss wrote:

By that do you mean duplicate the lighting line, and put -ldr in one and -hdr in the other? Sounds reasonable. I'll give it a crack.

Yup, do that!

Yay :lol: It worked! Thanks heaps, TopHATT :notworthy:

(p.s. I'll take this moment to mention that your tutorials were super helpful for me when I started using Hammer :thumbup: )

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TopHATTwaffle
113 Posts
Posted Mar 08, 2013
Replied 18 minutes later
Glad it's working. I was pulling my hair out when that was happening to me about 2 years ago. Happy mapping!
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josepezdj
2,386 Posts
Posted Mar 08, 2013
Replied 3 hours later
Hey Doug, but should one have the following lines:

-textureshadows -ldr -StaticPropLighting -StaticPropPolys -game $gamedir $path\$file
-textureshadows -hdr -StaticPropLighting -StaticPropPolys -game $gamedir $path\$file

... or the following ones:

*-ldr -final -textureshadows -StaticPropLighting -StaticPropPolys -game $gamedir $path\$file
-hdr -final -textureshadows -StaticPropLighting -StaticPropPolys -game $gamedir $path\$file
*

I mean, should the "-final" switch be substituted too or not? :biggrin:

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TopHATTwaffle
113 Posts
Posted Mar 08, 2013
Replied 26 minutes later

josepezdj wrote:
Hey Doug, but should one have the following lines:

-textureshadows -ldr -StaticPropLighting -StaticPropPolys -game $gamedir $path\$file
-textureshadows -hdr -StaticPropLighting -StaticPropPolys -game $gamedir $path\$file

... or the following ones:

*-ldr -final -textureshadows -StaticPropLighting -StaticPropPolys -game $gamedir $path\$file
-hdr -final -textureshadows -StaticPropLighting -StaticPropPolys -game $gamedir $path\$file
*

I mean, should the "-final" switch be substituted too or not? :biggrin:

The order does not matter. As for "-final" That will ONLY improve lighting emitted from a light_enviroment. In my experiences, it does not matter if you have it on when you compile a level without a light_enviroment. So I always keep it in my compile settings, just in case I do happen to have a light_enviroment in my level.