I have to compile with VRAD or VVIS, not both

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
When ever I try compile my map, I either get a lit map with poor FPS, or a fullbright map with good FPS. Either VRAD. Most of the time if I try both I end up with the fullbright version. I have tried compiling with VRAD and VVIS set to all 4 combinations (Both normal, both fast, VVIS fast/VRAD normal, VVIS normal/VRAD fast.)

Doing Alt+P only complains of 'No Player Start' but I have spawn rooms in place so that should not matter, plus I don't think the lack of a player start would change things here.

I am using a custom skybox texture (this one specifically) but that appears fine with lights or not. I also tried to compile with the standard sky_tf2_04 it defaults to, but that didn't work either.

I have run the compile log though the log checker, but in case you want it I'll post it at the bottom.

I can't figure out why I can't essentially get both VVIS and VRAD to work at the same time. Could someone shed some light on this situation or how I might go about fixing it? Many thanks in advance.

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\content\tf\mapsrc\GmodTech_Hotel_beta02.vmf"

Valve Software - vbsp.exe (Dec 18 2013)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\content\tf\mapsrc\GmodTech_Hotel_beta02.vmf
Can't find surfaceprop woodl for material CUSTOM/GMT_HOTEL/HOTEL_KIDSMAP, using default
Can't find surfaceprop carpetl for material CUSTOM/GMT_HOTEL/HOTEL_WHITELEATHER, using default
Patching WVT material: maps/gmodtech_hotel_beta02/nature/blendgroundtogravel007_wvt_patch
Patching WVT material: maps/gmodtech_hotel_beta02/egypt/sand_floor_blend_03_wvt_patch
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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 924 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\content\tf\mapsrc\GmodTech_Hotel_beta02.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_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 (2) (1915945 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 11105 texinfos to 5242
Reduced 313 texdatas to 260 (14383 bytes to 11680)
Writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\content\tf\mapsrc\GmodTech_Hotel_beta02.bsp
12 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" -fast "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\content\tf\mapsrc\GmodTech_Hotel_beta02"

Valve Software - vvis.exe (Dec 18 2013)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\GmodTech_Hotel_beta02.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\GmodTech_Hotel_beta02.prt
1730 portalclusters
4675 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 176351 visible clusters (7.62%)
Total clusters visible: 2315638
Average clusters visible: 1338
Building PAS...
Average clusters audible: 1720
visdatasize:743811 compressed from 775040
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\GmodTech_Hotel_beta02.bsp
1 second elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" -noextra "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\content\tf\mapsrc\GmodTech_Hotel_beta02"

Valve Software - vrad.exe SSE (Dec 18 2013)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\GmodTech_Hotel_beta02.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure... Done (2.27 seconds)
28989 faces
20 degenerate faces
3703977 square feet [533372736.00 square inches]
4 Displacements
1181 Square Feet [170098.53 Square Inches]
28969 patches before subdivision
973801 patches after subdivision
sun extent from map=0.087156
310 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (141)
BuildVisLeafs: 0...1...2...3
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\content\tf\mapsrc\GmodTech_Hotel_beta02.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\maps\GmodTech_Hotel_beta02.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" -novid -noborder -dev +map "GmodTech_Hotel_beta02" -steam
 

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
i think this is your error:
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!

Vrad crashes after in the BuildVisLeafs step hence it remains fullbright. Why without vvis it goes well i have no idea though.

Could the following maybe help: http://www.interlopers.net/forum/viewtopic.php?p=310846
Short of checking each and every brush side for any with odd Lightmap scales, is there a fast way for any sides with such an error?
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,720
1,978
Patch Sample Radius Clamped! is fine, it's doesn't crash stuff, but yeah, vrad is crashing for some reason.

but hey, if you want to do a quick test, I think you can select all the faces in your map and change all the lightmaps to default size. see if that compiles
 

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
I changed the camera view to 3D Lightmap Grid and found a few problem area quite quickly. One with a scale of 54 (I presume it was meant to be 64) and some areas with 2 different scales next to each other on the same wall (4's next to 16's)
Just running a test compile now, will edit/update when its done!
 

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
Patch Sample Radius Clamped! is fine, it's doesn't crash stuff, but yeah, vrad is crashing for some reason.

but hey, if you want to do a quick test, I think you can select all the faces in your map and change all the lightmaps to default size. see if that compiles
Do you know what it could be?

I tried finding all the areas with odd scales or walls with 2 different scales, so far no luck.
 

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
I've just tried 2 more compiles.
One with with VVIS off and VRAD set to normal - that gave me a 'Engine Hunk Overload"
and again with VVIS set to fast and VRAD normal - which was fullbright.

In both cases I still got the "Patch Sample Radius Clamped!" in the logs.
 

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
I Googled the error and some other results indicated displacements were a cause. I deleted the maps 4 only displacements and the "Patch Radius" error stopped, YET STILL the map is fullbright!

Compile Log:
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\content\tf\mapsrc\GmodTech_Hotel_beta02.vmf"

Valve Software - vbsp.exe (Dec 18 2013)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\content\tf\mapsrc\GmodTech_Hotel_beta02.vmf
Can't find surfaceprop woodl for material CUSTOM/GMT_HOTEL/HOTEL_KIDSMAP, using default
Can't find surfaceprop carpetl for material CUSTOM/GMT_HOTEL/HOTEL_WHITELEATHER, using default
Patching WVT material: maps/gmodtech_hotel_beta02/nature/blendgroundtogravel007_wvt_patch
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 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 924 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\content\tf\mapsrc\GmodTech_Hotel_beta02.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_goldnight_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldnight_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_goldnight_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldnight_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 (2) (1900461 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 11032 texinfos to 5184
Reduced 308 texdatas to 256 (14222 bytes to 11582)
Writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\content\tf\mapsrc\GmodTech_Hotel_beta02.bsp
13 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" -fast "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\content\tf\mapsrc\GmodTech_Hotel_beta02"

Valve Software - vvis.exe (Dec 18 2013)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\GmodTech_Hotel_beta02.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\GmodTech_Hotel_beta02.prt
1753 portalclusters
4743 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 181305 visible clusters (7.58%)
Total clusters visible: 2391219
Average clusters visible: 1364
Building PAS...
Average clusters audible: 1743
visdatasize:764597 compressed from 785344
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\GmodTech_Hotel_beta02.bsp
1 second elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" -noextra "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\content\tf\mapsrc\GmodTech_Hotel_beta02"

Valve Software - vrad.exe SSE (Dec 18 2013)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\GmodTech_Hotel_beta02.bsp
Setting up ray-trace acceleration structure... Done (2.24 seconds)
29222 faces
20 degenerate faces
3703955 square feet [533369536.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
29202 patches before subdivision
1014536 patches after subdivision
sun extent from map=0.087156
310 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (151)
BuildVisLeafs: 0...1...2
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\content\tf\mapsrc\GmodTech_Hotel_beta02.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\maps\GmodTech_Hotel_beta02.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" -novid -noborder -dev +map "GmodTech_Hotel_beta02" -steam
 

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
try regular vvis, not fast

probably wont help but try it anyway
Yeah I was holding off on doing a double normal compile because that's when I go from 5 minute compiles to 2 hour compiles, but I'll set one to compile while I'm at work tomorrow and post in the evening.
 

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
Werewolf [UK];295132 said:
Yeah I was holding off on doing a double normal compile because that's when I go from 5 minute compiles to 2 hour compiles, but I'll set one to compile while I'm at work tomorrow and post in the evening.
So I left it to compile with both VVIS and VRAD normal while I was at work, and I came back just now to fullbright.

Again, here is a mass of text:
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\content\tf\mapsrc\GmodTech_Hotel_beta02.vmf"

Valve Software - vbsp.exe (Dec 18 2013)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\content\tf\mapsrc\GmodTech_Hotel_beta02.vmf
Can't find surfaceprop woodl for material CUSTOM/GMT_HOTEL/HOTEL_KIDSMAP, using default
Can't find surfaceprop carpetl for material CUSTOM/GMT_HOTEL/HOTEL_WHITELEATHER, using default
Patching WVT material: maps/gmodtech_hotel_beta02/nature/blendgroundtogravel007_wvt_patch
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 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 924 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\content\tf\mapsrc\GmodTech_Hotel_beta02.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_goldnight_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldnight_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_goldnight_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldnight_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 (2) (1900461 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 11032 texinfos to 5184
Reduced 308 texdatas to 256 (14222 bytes to 11582)
Writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\content\tf\mapsrc\GmodTech_Hotel_beta02.bsp
12 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\content\tf\mapsrc\GmodTech_Hotel_beta02"

Valve Software - vvis.exe (Dec 18 2013)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\GmodTech_Hotel_beta02.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\GmodTech_Hotel_beta02.prt
1753 portalclusters
4743 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (620)
Optimized: 7618 visible clusters (0.72%)
Total clusters visible: 1057974
Average clusters visible: 603
Building PAS...
Average clusters audible: 1606
visdatasize:678002 compressed from 785344
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\GmodTech_Hotel_beta02.bsp
10 minutes, 20 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\content\tf\mapsrc\GmodTech_Hotel_beta02"

Valve Software - vrad.exe SSE (Dec 18 2013)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\GmodTech_Hotel_beta02.bsp
Setting up ray-trace acceleration structure... Done (2.23 seconds)
29222 faces
20 degenerate faces
3703955 square feet [533369536.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
29202 patches before subdivision
1014536 patches after subdivision
sun extent from map=0.087156
310 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (231)
BuildVisLeafs: 0...1...2
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\content\tf\mapsrc\GmodTech_Hotel_beta02.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\maps\GmodTech_Hotel_beta02.bsp"
Running out of ideas now, anyone got any more?
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
Although not related to the crash, you have upper case characters in the mapname. Its a bad thing to do as it gives issues for people to download the map on joining the server.

-----

Using the cordon tool, try making your map smaller at diffirent sections (start with 3 attempts with 50% of the map, first left, then right, then middle). When you find the issue try to make that specific area smaller until its small enough to be able to accurately try to find the problem.

Its very unlikely that the whole map gives the problem. But if it does then we at least know what to look for. If its a smaller area that makes it easier to find where the issue is since everything outside the cordon bounds isnt compiled at all.

Generaly starting near the areas you have done last when the problem started showing is a good part to start investigating using that tool. If that part on its own gives a problem while parts on the outside of it dont you already know where to look.

Crashing compiles without errors are just a pain and take alot of time to solve.