vrad.exe has stopped responding.

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ParanoidPan

L1: Registered
Sep 28, 2012
12
0
Exactly that, no clue why.

I was not doing anything at the time of the crash.

Code:
materialPath: c:\program files (x86)\steam\steamapps\hypernova1234\team fortress 2\tf\materials
Loading C:\Users\Sgt. Pepper\Desktop\Mappling\Pootisworld\(DAY) pootisworld\pootisworldv3.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop stone for material EGYPT/HYRO_BORDER_BUMP_NEW, using default
Patching WVT material: maps/pootisworldv3/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/pootisworldv3/brick/blendcobbletocobblesnow001_wvt_patch
Patching WVT material: maps/pootisworldv3/egypt/sky_sand_waves_01_wvt_patch
Patching WVT material: maps/pootisworldv3/egypt/sky_sand_grass_01_wvt_patch
Patching WVT material: maps/pootisworldv3/egypt/sand_floor_blend_04_with_grass_wvt_patch
Patching WVT material: maps/pootisworldv3/egypt/sand_floor_blend_03_wvt_patch
Patching WVT material: maps/pootisworldv3/egypt/sand_floor_blend_04_wvt_patch
Patching WVT material: maps/pootisworldv3/egypt/sand_grass_blend_01_wvt_patch
Patching WVT material: maps/pootisworldv3/egypt/sand_grass_blend_02_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 24 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Sgt. Pepper\Desktop\Mappling\Pootisworld\(DAY) pootisworld\pootisworldv3.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_hydro_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_hydro_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 (1) (648378 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 3137 texinfos to 1965
Reduced 215 texdatas to 171 (7856 bytes to 5900)
Writing C:\Users\Sgt. Pepper\Desktop\Mappling\Pootisworld\(DAY) pootisworld\pootisworldv3.bsp
16 seconds elapsed



4 threads
reading c:\users\sgt. pepper\desktop\mappling\pootisworld\(day) pootisworld\pootisworldv3.bsp
reading c:\users\sgt. pepper\desktop\mappling\pootisworld\(day) pootisworld\pootisworldv3.prt
4780 portalclusters
14992 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 974156 visible clusters (10.72%)
Total clusters visible: 9091469
Average clusters visible: 1901
Building PAS...
Average clusters audible: 3687
visdatasize:4691616  compressed from 5736000
writing c:\users\sgt. pepper\desktop\mappling\pootisworld\(day) pootisworld\pootisworldv3.bsp
19 seconds elapsed



[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\users\sgt. pepper\desktop\mappling\pootisworld\(day) pootisworld\pootisworldv3.bsp
18065 faces
19926810 square feet [2869460480.00 square inches]
1 Displacements
144 Square Feet [20756.34 Square Inches]
18065 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
537307 patches after subdivision
light has _fifty_percent_distance of 596.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 596.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 596.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 596.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 596.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 596.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 596.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 596.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 754.000000 but _zero_percent_distance of 0.000000
472 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8..

Will provide more info if any is needed.
 

henke37

aa
Sep 23, 2011
2,075
515
You might want to fix those incorrectly setup lights.
 

Ælement

Comfortably mediocre
aa
Dec 21, 2010
1,481
1,616
Whats striking me is that your map seems to have an ABSURD amount of portalclusters, which leads me to think your map desperately needs some optimization.

Down below is some numbers from one of my maps. Take that as reference.
550 portalclusters
1339 numportals
Optimized: 12229 visible clusters (5.16%)
Total clusters visible: 237197
Average clusters visible: 431
Average clusters audible: 549
 

henke37

aa
Sep 23, 2011
2,075
515
What incorrectly setup lights and how? I am new at this, so you have to dumb this down a bit for me, sorry.

vrad said:
light has _fifty_percent_distance of 596.000000 but _zero_percent_distance of 0.000000

That. The 50 % distance has to be less than the 0 % distance.
 

ParanoidPan

L1: Registered
Sep 28, 2012
12
0
That. The 50 % distance has to be less than the 0 % distance.

Oh. Duh. I don't know how I missed that.

Whats striking me is that your map seems to have an ABSURD amount of portalclusters, which leads me to think your map desperately needs some optimization.

Down below is some numbers from one of my maps. Take that as reference.

I am not too sure what the optimization guide was telling me to do, but here we go.

First off, how big is your map? The one I am working on isn't a serious map, it's one for screwing around, so it is big. The main room is a massive area divided in half by a wall with 2 doorways carved into it. It is pretty huge, and there isn't much I can do to optimize how much of it is visible. The rooms accessible by teleports are small enough so that shouldn't be a problem. I have skyboxes set up correctly. I don't think there are any leaks. Going by the definition of "physics object" from the optimization guide, there is only one prop_physics in the map, as a test. As for materials and lighting, I know that my lighting has a few errors (see above) and I am pretty sure I have my materials right.

So... in short I have no idea what to do.
 

ParanoidPan

L1: Registered
Sep 28, 2012
12
0
Well, I managed to get the map to compile by fixing light distance, and I added nodraw brushes over the skybox brushes. This made compiling work and sped it up, but now the tops of all of the water brushes are invisible.

Any idea what's going on?
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
Well, I managed to get the map to compile by fixing light distance, and I added nodraw brushes over the skybox brushes. This made compiling work and sped it up, but now the tops of all of the water brushes are invisible.

Any idea what's going on?

Your map is leaking. Check your world geometry for any place that could be leaking your map into the void.
https://developer.valvesoftware.com/wiki/Leak

If that doesn't work, it might be because you have nodraw on your skybox brushes? I'm not sure if skybox brushes have to have all their sides as the skybox texture, but you should do it just to be sure.
 

ParanoidPan

L1: Registered
Sep 28, 2012
12
0
I created separate brushes with nodraw around the skybox, as my time with one-way walls have lead me to believe that you would be able to simply look through the nodraw from the inside.

An entity snuck out of my map, making a leak :(

Testing now.

Edit: Dr. ninja'ed me.
 
Last edited:

ParanoidPan

L1: Registered
Sep 28, 2012
12
0
I have locations that can be teleported to floating around the central area, this keeps them from showing up in the skybox and also seemed to speed up compile by a massive amount.

Also, apparently I have quite a few leaks. I thought I had that part down, apparently not.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
1First off, how big is your map? The one I am working on isn't a serious map, it's one for screwing around, so it is big. The main room is a massive area divided in half by a wall with 2 doorways carved into it. It is pretty huge, and there isn't much I can do to optimize how much of it is visible. The rooms accessible by teleports are small enough so that shouldn't be a problem.
From the sound of things, it's not how much is visible at a time that's an issue, as how much the compiler is trying to chop up the open air in your map anyway. You say that practically everything in those two rooms is visible from everywhere? Then any brushwork you have inside them ought to be converted to func_detail. You'd be surprised how much more important it is to func_detail stuff compared to culling what's rendered. In Gravel Pit, for example, all three of the cap buildings are 100% func_detail. Even B, which surprised me.

Also I hope when you say "2 doorways carved into it" you don't mean you literally used Tools > Carve. That's the wrong way to put a hole in anything.

yeah, the skybox brushes must, MUST, have the skybox texture on every side.
I've been putting my skybox textures on nodraw brushes since day one and never had problems with it. So there goes that theory.