Vrad Crashes at end of compile

Fantaboi

Gone and one day forgotten
aa
Mar 11, 2013
892
1,050
SO after finishing the first version of my mpa that will win the MVA contest, I compiled as usual, however at the end it ended prematurely and there is no lighting in game.

Compile log:
** Executing...
** Command: "E:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "E:\Steam\steamapps\common\Team Fortress 2\tf" "e:\uplift\arena_uplift_a2"

Valve Software - vbsp.exe (Sep 15 2014)
4 threads
materialPath: E:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading e:\uplift\arena_uplift_a2.vmf
Patching WVT material: maps/arena_uplift_a2/nature/blendgroundtograss007_nodetail_wvt_patch
Patching WVT material: maps/arena_uplift_a2/water/waterfall/waterfallblend_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 254 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing e:\uplift\arena_uplift_a2.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_nippon_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_nippon_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_nippon_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_nippon_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
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Building Physics collision data...
done (0) (575050 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 4825 texinfos to 2892
Reduced 46 texdatas to 39 (1775 bytes to 1368)
Writing e:\uplift\arena_uplift_a2.bsp
2 seconds elapsed

** Executing...
** Command: "E:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "E:\Steam\steamapps\common\Team Fortress 2\tf" "e:\uplift\arena_uplift_a2"

Valve Software - vvis.exe (Sep 15 2014)
4 threads
reading e:\uplift\arena_uplift_a2.bsp
reading e:\uplift\arena_uplift_a2.prt
1033 portalclusters
3210 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 (17544)
Optimized: 4550 visible clusters (0.99%)
Total clusters visible: 461277
Average clusters visible: 446
Building PAS...
Average clusters audible: 1016
visdatasize:262593 compressed from 280976
writing e:\uplift\arena_uplift_a2.bsp
4 hours, 52 minutes, 24 seconds elapsed

** Executing...
** Command: "E:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -staticproplighting -staticproppolys -textureshadows -both -final -game "E:\Steam\steamapps\common\Team Fortress 2\tf" "e:\uplift\arena_uplift_a2"

Valve Software - vrad.exe SSE (Sep 15 2014)

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

Loading e:\uplift\arena_uplift_a2.bsp
Setting up ray-trace acceleration structure... Done (21.54 seconds)
6329 faces
4 degenerate faces
1095805 square feet [157796000.00 square inches]
22 Displacements
86896 Square Feet [12513098.00 Square Inches]
6325 patches before subdivision
65129 patches after subdivision
sun extent from map=0.087156
53 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (227)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (40)
transfers 6854706, max 975
transfer lists: 52.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(155864, 96710, 71515)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(18652, 9225, 5333)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(3250, 1299, 589)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(505, 161, 60)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(101, 27, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(17, 4, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(4, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0184 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (7)
Writing leaf ambient...done
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (3361)

** Executing...
** Command: Copy File
** Parameters: "e:\uplift\arena_uplift_a2.bsp" "E:\Steam\steamapps\common\Team Fortress 2\tf\maps\arena_uplift_a2.bsp"


** Executing...
** Command: "E:\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -dev -console -allowdebug -game "E:\Steam\steamapps\common\Team Fortress 2\tf" +map "arena_uplift_a2"
Does anyone have an idea what could cause vrad to crash?
 

xzzy

aa
Jan 30, 2010
815
531
There's been issues in the past with vrad running out of memory when using the -both option. This might have been limited to 32 bit systems, I don't really remember.

But splitting vrad into two runs, -ldr and -hdr, fixed it.
 

Fantaboi

Gone and one day forgotten
aa
Mar 11, 2013
892
1,050
There's been issues in the past with vrad running out of memory when using the -both option. This might have been limited to 32 bit systems, I don't really remember.

But splitting vrad into two runs, -ldr and -hdr, fixed it.

That'd make sense, the map is very heavy with props so it'd crash with staticprop lighitng.

I'll try it tonight, but thanks!
 

Fantaboi

Gone and one day forgotten
aa
Mar 11, 2013
892
1,050
It didn't work, does anyone else have a suggestion?
 
Mar 23, 2013
1,013
347
If you are actually running out of memmory, maybe let someone else compile the map to see if his PC can manage it. If he crashes as well, then it's at least not your PC =w=
 

Fantaboi

Gone and one day forgotten
aa
Mar 11, 2013
892
1,050
Solution:
I left lightmaps on my models, I just removed them.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Just lightmaps, or crazy big ones? Ones that weren't powers of 2? Did you enable lightmaps buy have a size of 0,0? Etc.

Is it just the fact that you were using lightmaps, or were you doing something wrong with them?
 

Fantaboi

Gone and one day forgotten
aa
Mar 11, 2013
892
1,050
Just lightmaps, or crazy big ones? Ones that weren't powers of 2? Did you enable lightmaps buy have a size of 0,0? Etc.

Is it just the fact that you were using lightmaps, or were you doing something wrong with them?

Lightmaps on models at 512 scale.
 
Mar 23, 2013
1,013
347
So the lightmap feature can crash the compiler? well please answer the question of the previos post so we can find out more about it
 

Fantaboi

Gone and one day forgotten
aa
Mar 11, 2013
892
1,050
I had them on every model
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
HOOOOOOOOOOOOO BOY yeah that's probably why. I'm guessing you were going waaaaaaaaaaaaaay over some limits there.
 

xzzy

aa
Jan 30, 2010
815
531
Curious, I checked out vrad.exe and it's still a 32 bit exe so as soon as it goes over 2GB of memory.. it's gonna crash.

Someone get on the horn with Valve to update us to 64 bit!
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
They can't even be assed to make their actual games 64 bit.
 

xzzy

aa
Jan 30, 2010
815
531
I would imagine all their programmers who are worth two bits are banging away getting Source 2 ready, which will be 64 bit.
 

henke37

aa
Sep 23, 2011
2,075
515
You mean worth 64 bits.