VRAD has stopped working, can't find the reason

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
I have been working on a map and had just started on the next version. The previous version had compiled fine. All I did was save under a new name, and change some entities. I did not change the lighting at all.

Yet whenever I try compile the map, I get a full bright map. I have tried compiling with VRAD set on fast, normal and in expert. I have even tried compiling with VRAD off (VBSP and VVIS on), then recompiling with just VRAD on. Nothing works.

I have checked the log in the Interlopers page already, all the points out is the "Too Many Light Styles" which I got in the previous version. I had not changed the lights between versions so that should not have effected anything.

Can someone help me try figure out whats going on? I don't understand why VRAD won't work for me now.

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -threads 3 -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\dr_bank_beta03"

Valve Software - vbsp.exe (Mar 21 2014)
3 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\dr_bank_beta03.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
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 530 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\dr_bank_beta03.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) (1553687 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 9987 texinfos to 4097
Reduced 352 texdatas to 290 (16434 bytes to 13364)
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\dr_bank_beta03.bsp
18 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -threads 3 -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\dr_bank_beta03"

Valve Software - vvis.exe (Mar 21 2014)
3 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\dr_bank_beta03.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\dr_bank_beta03.prt
1005 portalclusters
2771 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 (12)
Optimized: 924 visible clusters (0.56%)
Total clusters visible: 163576
Average clusters visible: 162
Building PAS...
Average clusters audible: 420
visdatasize:155051 compressed from 257280
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\dr_bank_beta03.bsp
12 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -threads 3 -both -StaticPropPolys -StaticPropLighting -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\dr_bank_beta03"

Valve Software - vrad.exe SSE (Mar 21 2014)

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

[Reading texlights from 'c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\dr_bank_beta03.rad']
[2 texlights parsed from 'c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\dr_bank_beta03.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\dr_bank_beta03.bsp
Setting up ray-trace acceleration structure... Done (16.71 seconds)
24717 faces
8 degenerate faces
2007557 square feet [289088320.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
24709 patches before subdivision
586715 patches after subdivision
sun extent from map=0.000000
327 direct lights
BuildFacelights: 0
WARNING: Too many light styles on a face at (879.555542, 1924.036987, -221.000000)

WARNING: Too many light styles on a face at (912.000000, 1944.000000, -221.000000)

WARNING: Too many light styles on a face at (896.000000, 1944.000000, -279.000000)

WARNING: Too many light styles on a face at (896.000000, 2232.000000, -279.000000)

WARNING: Too many light styles on a face at (897.000000, 1592.000000, -279.000000)
.
WARNING: Too many light styles on a face at (896.000000, 2232.000000, -221.000000)

WARNING: Too many light styles on a face at (896.000000, 1592.000000, -221.000000)
..1
WARNING: Too many light styles on a face at (912.000000, 2238.000000, -225.918060)

WARNING: Too many light styles on a face at (1040.000000, 1896.000000, -225.918060)

WARNING: Too many light styles on a face at (1040.000000, 1886.000000, -225.918060)

WARNING: Too many light styles on a face at (912.000000, 1544.000000, -225.918060)
...2...3...4...5...6...7...8...9...10 (86)
BuildVisLeafs: 0...1...2...3...4...5...6...
** Executing...
** Command: Copy File
** Parameters: "c:\program files (x86)\steam\steamapps\common\team fortress 2\content\tf\mapsrc\dr_bank_beta03.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\download\maps\dr_bank_beta03.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\hl2.exe"
** Parameters: -novid -noborder -dev -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" +map "dr_bank_beta03"
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
it's almost definitely that error though, so you might wanna try disabling all lights except for a light environment just to see if it compiles correctly.

also I see "8 degenerate faces" in the compile log but am unfamiliar with that error.

besides, you didn't need to change the lights to generate that error. You could have also changed the brushwork.
 
Last edited:

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
Do you have named light entities? That is usually the cause of that error. Any given face can have up to 8 light styles on it, meaning different lightmaps. Named lights can be toggled and thus have on/off lightmaps compiled for the faces they hit. If you have multiple differently named lights that hit the same faces then it starts multiplying. One name requires two lightmaps (O[on] X[off]), two different names needs four lightmaps (OO OX XO XX), three will hit the max of eight (OOO OOX OXO OXX, XOO XOX XXO XXX).
You will need to remove some, or make them have the same name. While I'm on the subject, a light should never have a name unless you actually need to toggle it, because lightmaps are the majority of map filesize (and toggle-able light is visually worse).
 
Last edited:

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
Do you have named light entities? That is usually the cause of that error. Any given face can have up to 8 light styles on it, meaning different lightmaps. Named lights can be toggled and thus have on/off lightmaps compiled for the faces they hit. If you have multiple differently named lights that hit the same faces then it starts multiplying. One name requires two lightmaps (O[on] X[off]), two different names needs four lightmaps (OO OX XO XX), three will hit the max of eight (OOO OOX OXO OXX, XOO XOX XXO XXX).
You will need to remove some, or make them have the same name. While I'm on the subject, a light should never have a name unless you actually need to toggle it, because lightmaps are the majority of map filesize (and toggle-able light is visually worse).
Yes I do have some toggled lights, in the area indicated in the compile log with the "Too many lights". But as I said, I had not changed the lights at all between versions, so I can't see why it would compile before but not now.
Just for the sake of testing, I'll re-compile the previous version to see what happens. I bet I'll get the same errors in the compile log and a working map again.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
also I see "8 degenerate faces" in the compile log but am unfamiliar with that error.
It means that something went wrong with the texture alignment and an invalid value somehow got in there. If the map were to finish compiling you'd find that the face in question is now glowing bright red and casting red reflections onto anything nearby. It usually comes from excessive use of Alt+MOUSE2; you just need to redo the texturing on any offending brushes.
 

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
I'm not totally sure why, but it seems it didn't like the lightmap scale I had used on a couple of brushes. They were valid scale number (8), but upping them to 16 again fixed it.