What am I doing wrong with VRAD?

M

MasterD

Guest
Can someone explain to me why everything loads correctly and in a timely manner, then when it gets to "BuildVisLeafs", everything crashes, or just stops working? It never moves beyond "0"...

In this latest version, I made everything a func_detail, except for the skybox. The level is not big and I am completely dumbfounded right now.

Thanks for giving me your time!

compile log:
Code:
** Executing...
** Command: "c:\program files\valve\steam\steamapps\sabresquirrel\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\sabresquirrel\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\sabresquirrel\sourcesdk_content\hl2mp\mapsrc\Locomotion_44_detailALL_test"

Valve Software - vbsp.exe (Dec 11 2006)
1 threads
materialPath: c:\program files\valve\steam\steamapps\sabresquirrel\half-life 2 deathmatch\hl2mp\materials
Loading C:\Program Files\Valve\Steam\SteamApps\sabresquirrel\sourcesdk_content\hl2mp\mapsrc\Locomotion_44_detailALL_test.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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 3730 detail faces...done (1)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Program Files\Valve\Steam\SteamApps\sabresquirrel\sourcesdk_content\hl2mp\mapsrc\Locomotion_44_detailALL_test.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day03_06*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day03_06rt"
Can't load skybox file skybox/sky_day03_06 to build the default cubemap!
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) (770083 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2430 texinfos to 1672
Reduced 64 texdatas to 54 (2609 bytes to 2173)
Writing C:\Program Files\Valve\Steam\SteamApps\sabresquirrel\sourcesdk_content\hl2mp\mapsrc\Locomotion_44_detailALL_test.bsp
46 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\sabresquirrel\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\sabresquirrel\half-life 2 deathmatch\hl2mp" -fast "C:\Program Files\Valve\Steam\SteamApps\sabresquirrel\sourcesdk_content\hl2mp\mapsrc\Locomotion_44_detailALL_test"

Valve Software - vvis.exe (May 22 2006)
fastvis = true
1 threads
reading c:\program files\valve\steam\steamapps\sabresquirrel\sourcesdk_content\hl2mp\mapsrc\Locomotion_44_detailALL_test.bsp
reading c:\program files\valve\steam\steamapps\sabresquirrel\sourcesdk_content\hl2mp\mapsrc\Locomotion_44_detailALL_test.prt
 212 portalclusters
 766 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 109 visible clusters (0.00%)
Total clusters visible: 40567
Average clusters visible: 191
Building PAS...
Average clusters audible: 212
visdatasize:13148  compressed from 13568
writing c:\program files\valve\steam\steamapps\sabresquirrel\sourcesdk_content\hl2mp\mapsrc\Locomotion_44_detailALL_test.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\sabresquirrel\sourcesdk\bin\vrad.exe"
** Parameters:  -game "c:\program files\valve\steam\steamapps\sabresquirrel\half-life 2 deathmatch\hl2mp" -noextra "C:\Program Files\Valve\Steam\SteamApps\sabresquirrel\sourcesdk_content\hl2mp\mapsrc\Locomotion_44_detailALL_test"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\sabresquirrel\sourcesdk_content\hl2mp\mapsrc\Locomotion_44_detailALL_test.bsp
10473 faces
74 degenerate faces
222429 square feet [32029848.00 square inches]
0 displacements
0 square feet [0.00 square inches]
10399 patches before subdivision
37085 patches after subdivision
10 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (94)
BuildVisLeafs:       0
 
Why is everything func_detail?

Everything that is no essential to the map (floors, walls, or ceilings is a function) is function detail. I don't always do it, but I heard that it solves some problems... and so far in this case it has not. Let take a look at a couple pictures of what I am doing... here are 3 pictures of what I have, and two pictures with lights before I could no longer compile with lights.

locomotion_13_test0001.jpg


locomotion_33_test0000.jpg


locomotion_33_test0006.jpg


locomotion_33_test0008.jpg


locomotion_33_test0011.jpg
 
Does it do it on other maps you have created?If not copy and paste the whole train to a new map and then try that new map.Just an idea cuase when this happend to me I just did that and it worked.
 
Everything should not be made a func_detail. Ever. To my understanding, brushes which are made into a func_detail do not properly seal the level, and so brushes which are supposed to seal the level should never be made into a func_detail. This could be causing the problem you're having with lighting, so try changing the brushes which seal the level back into regular brushes and see if that fixes the problem.
 
Everything should not be made a func_detail. Ever. To my understanding, brushes which are made into a func_detail do not properly seal the level, and so brushes which are supposed to seal the level should never be made into a func_detail. This could be causing the problem you're having with lighting, so try changing the brushes which seal the level back into regular brushes and see if that fixes the problem.

that is what i mean. the train does not seal the level, only the sky box does that. so the brushes which make up the train are a func_detail. i understand that.

also, i can load maps with lights, and compile maps with lights. but for some reason, this one just freezes. i have tried taking parts into a new map, and trying things that works. same problem.

ok, here the the most confusing part. my older train compiles with lights. my new train doesn't. ok, cool. so i delete the changes i made, and still my new train, the same as the old, doesn't load with lights. this drives me bonkers.

someone donate some money to the MasterD need's quad core processor and directx10 video card fund. maybe that will fix the problem.

Thank you for the compliments also!

everything is fantastic without the lights, but i don't want to make passenger cars to finish the train if i can't get this to compile right. know what i mean? perhaps i am just an idiot. i did however add the ability to drive the train on tracks from the controls inside, which is nifty... check out the gif i made below.

md_train_01.gif
 
Can you up the vmf file? I'll take a look at it for you.
 
make sure your running everything on normal compile.

check for problems.

vis group the train, and compile the map with out it.
 
make sure your running everything on normal compile.

check for problems.

vis group the train, and compile the map with out it.

Ok, so I should run on normal compile as opposed to fast compile?
When I run with no lights as now, there are no problems so far.
(Maybe is why I am confused.)

Oh, and how do I "vis group group the train?"
 
when you run the map, you get that box. click the selections for normal rather then fast.

to put everything into vis groups you select everything thats part of the train then click the button along the top tool bar thats a cube made out of a dotted red line. create a new vis group. name it what you want. now you can hide or un-hide the train with the list on the right.
 
when you run the map, you get that box. click the selections for normal rather then fast.

I understand how to do this, but if I might ask... what is the benefit of running normal as compared to fast? Or what is the major difference, I suppose I never really knew, I just thought it was quality.

I will do what you say with the vis section of my train and see what happens.
And try to compile then.
 
i've never really looked into it, but just try. if that doesn't work, maybe it'll tell you what the problem is.

you do have a light entity in the map right? :p
 
Haha, yeah, I have a few light entities.
In fact I have tried deleting some, and making new ones.
I have also tried different kinds of light environments.

I will make the changes and load my map first thing tomorrow after breakfast or whatever is going on here. I get a lot of special treatment now... since I am on vacation in Texas recovering from a flare from my Crohn's Disease. I started working on this because I find pain relief in custom mapping frustration! Haha. I am actually waiting for some hardcore medical treatments, but it takes time to get, so here I am. I leave back home for Oklahoma in a couple days, but I will try this to my map, and let you know what happens! Maybe something fantastic like this might happen!

locomotion_64x21.jpg


I had the realization the other day, that Half-Life mapping always made me happy because if something goes completely wrong and not to plan, something amazing might just happen, and something hilarious, or an unplanned death might be in my near future! Haha. I love my F5 button!

By the way, thanks for you help, it is much appreciated! I wish I could buy you a beer or something!
 
Back
Top