Vrad.exe not starting up?

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Geal

L4: Comfortable Member
Aug 16, 2009
162
56
So I finally fully detailed my map, optimized it to the best of my ability, and then yesterday settled down for the dreaded normal speed compile. It finally finished overnight, the compile log stating it took 16 hours. However, this is where vrad.exe normally starts up, but it still hasnt. After checking task manager, vvis.exe is still running (taking up 00 CPU), but not vrad. The 16 hour mark probably hit about 8 hours ago, so I'm worried the compiler's stuck on vvis. Should I manually terminate vvis, so the compiler can get on to vrad? Or should I let it keep working under the hopes that vvis is just finishing up?
 
Nov 14, 2009
1,257
378
WHOOO! How big is your map that it requires a 24 hour compile? Try using the Valce Batch Compile Tool to see real progress reports, so you dont get stuck in situations like this. However, if even VBCT takes hours to compile, just send me the map (just this once :p) and il compile it for you on my i7!
 

Geal

L4: Comfortable Member
Aug 16, 2009
162
56
My computer is fairly old, so I figured it was a combination of my slow processor and my sub-par map optimizing skills. Thanks for that suggestion though, I've never heard of VBCT. I'll give it a shot and see how long it takes. If there are still issues, then I'll see about sending it to you.
 

Geal

L4: Comfortable Member
Aug 16, 2009
162
56
materialPath: c:\program files\steam\steamapps\newbdragoon\team fortress 2\tf\materials
Loading C:\Program Files\Steam\SteamApps\newbdragoon\sourcesdk_content\tf\mapsrc\ctf_gumption_b1.vmf
Patching WVT material: maps/ctf_gumption_b1/nature/blendgroundtograss007_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 (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 420 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Program Files\Steam\SteamApps\newbdragoon\sourcesdk_content\tf\mapsrc\ctf_gumption_b1.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 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) (737378 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
10
Compacting texture/material tables...
Reduced 4480 texinfos to 2894
Reduced 171 texdatas to 166 (3339 bytes to 3200)
Writing C:\Program Files\Steam\SteamApps\newbdragoon\sourcesdk_content\tf\mapsrc\ctf_gumption_b1.bsp
27 seconds elapsed



2 threads
reading c:\program files\steam\steamapps\newbdragoon\sourcesdk_content\tf\mapsrc\ctf_gumption_b1.bsp
reading c:\program files\steam\steamapps\newbdragoon\sourcesdk_content\tf\mapsrc\ctf_gumption_b1.prt
2104 portalclusters
6404 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 11896 visible clusters (0.00%)
Total clusters visible: 1180579
Average clusters visible: 561
Building PAS...
Average clusters audible: 1892
visdatasize:938373 compressed from 1110912
writing c:\program files\steam\steamapps\newbdragoon\sourcesdk_content\tf\mapsrc\ctf_gumption_b1.bsp
16 hours, 5 minutes, 55 seconds elapsed

I'm guessing it finished around 6am PST today. It's 3pm PST now.
 

Steff0o

L6: Sharp Member
May 31, 2009
295
132
"16 hours, 5 minutes, 55 seconds elapsed"
:O
Not only your processor is that shit, i guess your optimazation also...
pease make a proper skybox that's not just a big cube...
 

megawac

L4: Comfortable Member
Oct 2, 2009
180
29
WHOOO! How big is your map that it requires a 24 hour compile? Try using the Valce Batch Compile Tool to see real progress reports, so you dont get stuck in situations like this. However, if even VBCT takes hours to compile, just send me the map (just this once :p) and il compile it for you on my i7!

Why do you think VBCT compiles faster? It uses the exact same compile script (with some flags) at a lower system priority. Its actually noticeably slower than the default hammer compile (unless you change the default low priority setting).
 
Nov 14, 2009
1,257
378
It's not really an issue of speed, but that of perceived speed, or to see if it has frozen. For example, hammer become non-responsive during compile, and there is no way to tell how it is going, except for at the end. On the other hand, VBCT has a blinking cursor, and a real time refreshing display. Furthermore, I am actually able to use my computer while the compile is in progress.

I still think that VBCT is faster, though I would be welcome to a test. I might do it tonight, in fact.
 

Tehrasha

L3: Member
Nov 5, 2009
115
28
If not speed VBCT certainly frees up more RAM space to compile in by not having all the Hammer overhead in there.