Won't complete compiling...(Beta)

-Psy-

Walking round in women's underwear
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For some reason, when I reach FinalFaceLighting during compiling it just says Vrad.EXE has encountered a problem. I've never had this problem before with the beta version of Hammer...I've tryed running both compilers in normal and fast and hasn't made a single difference. Help.

EDIT: My map seems to be causing the problem. What exactly could it be though?
 
Bump

6char
 
You'll probably want to wait more than 2 hours before you bump a post.

Post up your compile logs
 
Code:
** Executing...
** Command: "c:\program files\valve\steam\steamapps\psychofreak001\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\psychofreak001\counter-strike source\cstrike" "C:\Program Files\Valve\Steam\SteamApps\psychofreak001\sourcesdk_content\cstrike\mapsrc\cs_industrial_main"

Valve Software - vbsp.exe (Nov 17 2005)
1 threads
materialPath: c:\program files\valve\steam\steamapps\psychofreak001\counter-strike source\cstrike\materials
Loading C:\Program Files\Valve\Steam\SteamApps\psychofreak001\sourcesdk_content\cstrike\mapsrc\cs_industrial_main.vmf
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Valve\Steam\SteamApps\psychofreak001\sourcesdk_content\cstrike\mapsrc\cs_industrial_main.prt...done (1)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_09rt"
Can't load skybox file skybox/sky_day01_09 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 (1) (161674 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (161674 bytes)
Static prop models/props_c17/pipe_cap005c.mdl outside the map (4584.00, -2496.00, 24.00)
Error! prop_static using model "models/props/cs_office/offpaintinge.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/offpaintinge.mdl"!
Error! prop_static using model "models/props_c17/FurnitureRadiator001a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/FurnitureRadiator001a.mdl"!
Error! prop_static using model "models/props/cs_office/offpaintinga.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/offpaintinga.mdl"!
Error! prop_static using model "models/props/cs_office/offpaintingb.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/offpaintingb.mdl"!
Error! prop_static using model "models/props/cs_office/offpaintingg.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props/cs_office/offpaintingg.mdl"!
Error! prop_static using model "models/props_c17/chair_office01a.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model "models/props_c17/chair_office01a.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 886 texinfos to 639
Reduced 63 texdatas to 56 (2458 bytes to 1936)
Writing C:\Program Files\Valve\Steam\SteamApps\psychofreak001\sourcesdk_content\cstrike\mapsrc\cs_industrial_main.bsp
5 seconds elapsed
Memory leak: mempool blocks left in memory: 6

** Executing...
** Command: "c:\program files\valve\steam\steamapps\psychofreak001\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\psychofreak001\counter-strike source\cstrike" -fast "C:\Program Files\Valve\Steam\SteamApps\psychofreak001\sourcesdk_content\cstrike\mapsrc\cs_industrial_main"

Valve Software - vvis.exe (Sep  7 2005)
fastvis = true
1 threads
reading c:\program files\valve\steam\steamapps\psychofreak001\sourcesdk_content\cstrike\mapsrc\cs_industrial_main.bsp
reading c:\program files\valve\steam\steamapps\psychofreak001\sourcesdk_content\cstrike\mapsrc\cs_industrial_main.prt
1017 portalclusters
3077 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (7)
Optimized: 100815 visible clusters (0.00%)
Total clusters visible: 637560
Average clusters visible: 626
Building PAS...
Average clusters audible: 1016
visdatasize:243421  compressed from 260352
writing c:\program files\valve\steam\steamapps\psychofreak001\sourcesdk_content\cstrike\mapsrc\cs_industrial_main.bsp
7 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\psychofreak001\sourcesdk\bin\vrad.exe"
** Parameters:  -game "c:\program files\valve\steam\steamapps\psychofreak001\counter-strike source\cstrike" "C:\Program Files\Valve\Steam\SteamApps\psychofreak001\sourcesdk_content\cstrike\mapsrc\cs_industrial_main"

Valve Software - vrad.exe SSE (Nov  9 2005)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\psychofreak001\sourcesdk_content\cstrike\mapsrc\cs_industrial_main.bsp
3434 faces
2 degenerate faces
264694 square feet [38115976.00 square inches]
0 displacements
0 square feet [0.00 square inches]
3432 patches before subdivision
26088 patches after subdivision
37 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (124)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (51)
transfers 2536116, max 572
transfer lists:  19.3 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(40625, 38023, 23840)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(4957, 4155, 1925)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(831, 635, 224)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(159, 113, 31)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #5 added RGB(34, 22, 5)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(8, 5, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(2, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0382 sec>
FinalLightFace:      0...1...2...3...4
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\psychofreak001\sourcesdk_content\cstrike\mapsrc\cs_industrial_main.bsp" "c:\program files\valve\steam\steamapps\psychofreak001\counter-strike source\cstrike\maps\cs_industrial_main.bsp"

I tried to compile with Hammer v4 (not beta) but Hammer crashes when it opens maps....
 
Could have something to do with:
No such variable "$hdrbasetexture" for material "skybox/sky_day01_09rt"
Can't load skybox file skybox/sky_day01_09 to build the default cubemap!

in the bsp compile
 
I do believe you are trying to use HDR effects from a sky that has no HDR support. Am I right?

This wuold make lighting a bit difficult.
 
I'm not though. I got the HDR Box unticked.
 
Damn. Try changing the sky... I believe that the sky is your error though..
 
I got it to compile once. I just keep checking and unchecking the HDR box randomnly...but now it crashes at the same part again...I've changed the sky a few times but it makes no difference :(
 
EDIT: Bloody PC decided to double post
 
I and many others have had the same issue. In all cases I've seen so far, it was isolated to a single misbehaving func_detail. To confirm if this is the case, turn off the func_detail vis group and compile. If it works, then it's a detail. Open the entity report, select half the func_details, vis group them, and compile with the others on. If it works, you just shut off the misbehaving brush. Group half of the "guilty" func_details, turn them off, recompile, etc. Keep cutting the posibilities in half until you isolate the brush.

I've seen enough people get this that I think it's due to a bug in the SDK.
 
Does it not show up if you check map for errors?
 
I checked the map errors, and there isn't any...

I tryed that func_detail thing, but it still crashed at final lighting...
 
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