Whenever I try to compile my map with HDR, vrad crashes. I have an env_tonemap_controller and a logic_auto for the settings. I've done a few searches trying to find a reason, but that obviously didn't work.
Compile Log:
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:\Users\Fletcher\Dropbox\HammerAutosave\detail_snowblind\detail2014_T0AST3R_b1.vmf"
Valve Software - vbsp.exe (Nov 20 2014)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Users\Fletcher\Dropbox\HammerAutosave\detail_snowblind\detail2014_T0AST3R_b1.vmf
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 78 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Fletcher\Dropbox\HammerAutosave\detail_snowblind\detail2014_T0AST3R_b1.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 (0) (149709 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 421 texinfos to 350
Reduced 46 texdatas to 44 (1117 bytes to 1073)
Writing C:\Users\Fletcher\Dropbox\HammerAutosave\detail_snowblind\detail2014_T0AST3R_b1.bsp
0 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:\Users\Fletcher\Dropbox\HammerAutosave\detail_snowblind\detail2014_T0AST3R_b1"
Valve Software - vvis.exe (Nov 20 2014)
4 threads
reading c:\users\fletcher\dropbox\hammerautosave\detail_snowblind\detail2014_T0AST3R_b1.bsp
reading c:\users\fletcher\dropbox\hammerautosave\detail_snowblind\detail2014_T0AST3R_b1.prt
358 portalclusters
1134 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 (14)
Optimized: 474 visible clusters (0.55%)
Total clusters visible: 85554
Average clusters visible: 238
Building PAS...
Average clusters audible: 357
visdatasize:34718 compressed from 34368
writing c:\users\fletcher\dropbox\hammerautosave\detail_snowblind\detail2014_T0AST3R_b1.bsp
14 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -both -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Users\Fletcher\Dropbox\HammerAutosave\detail_snowblind\detail2014_T0AST3R_b1"
Valve Software - vrad.exe SSE (Nov 20 2014)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\users\fletcher\dropbox\hammerautosave\detail_snowblind\detail2014_T0AST3R_b1.bsp
Setting up ray-trace acceleration structure... Done (0.21 seconds)
4939 faces
672852 square feet [96890720.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
4939 patches before subdivision
370393 patches after subdivision
sun extent from map=0.000000
5 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (41)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (104)
transfers 98721712, max 2351
transfer lists: 753.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(808345, 602545, 508712)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(196487, 124265, 93493)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(58249, 35914, 25848)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(22471, 14113, 9791)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(10084, 6296, 4144)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(4885, 2936, 1819)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(2457, 1396, 812)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (2)
Bounce #8 added RGB(1254, 667, 365)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(645, 320, 165)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(333, 154, 75)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(172, 74, 34)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(89, 36, 16)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(46, 17, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(24, 8, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #15 added RGB(12, 4, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #16 added RGB(6, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #17 added RGB(3, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #18 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #19 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1427 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
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 (5)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/1024 144/49152 ( 0.3%)
brushes 383/8192 4596/98304 ( 4.7%)
brushsides 3130/65536 25040/524288 ( 4.8%)
planes 2318/65536 46360/1310720 ( 3.5%)
vertexes 7942/65536 95304/786432 (12.1%)
nodes 737/65536 23584/2097152 ( 1.1%)
texinfos 350/12288 25200/884736 ( 2.8%)
texdata 44/2048 1408/65536 ( 2.1%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 4939/65536 276584/3670016 ( 7.5%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1066/65536 59696/3670016 ( 1.6%)
leaves 741/65536 23712/2097152 ( 1.1%)
leaffaces 6640/65536 13280/131072 (10.1%)
leafbrushes 991/65536 1982/131072 ( 1.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 27245/512000 108980/2048000 ( 5.3%)
edges 16146/256000 64584/1024000 ( 6.3%)
LDR worldlights 5/8192 440/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 657/32768 6570/327680 ( 2.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 10779/65536 21558/131072 (16.4%)
cubemapsamples 21/1024 336/16384 ( 2.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 31048212/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 34718/16777216 ( 0.2%)
entdata [variable] 6007/393216 ( 1.5%)
LDR ambient table 741/65536 2964/262144 ( 1.1%)
HDR ambient table 741/65536 2964/262144 ( 1.1%)
LDR leaf ambient 3529/65536 98812/1835008 ( 5.4%)
HDR leaf ambient 741/65536 20748/1835008 ( 1.1%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/362 ( 0.3%)
pakfile [variable] 2325940/0 ( 0.0%)
physics [variable] 149709/4194304 ( 3.6%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 13121
Writing c:\users\fletcher\dropbox\hammerautosave\detail_snowblind\detail2014_T0AST3R_b1.bsp
2 minutes, 56 seconds elapsed
Valve Software - vrad.exe SSE (Nov 20 2014)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\users\fletcher\dropbox\hammerautosave\detail_snowblind\detail2014_T0AST3R_b1.bsp
Setting up ray-trace acceleration structure... Done (0.21 seconds)
4939 faces
672852 square feet [96890720.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
4939 patches before subdivision
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Fletcher\Dropbox\HammerAutosave\detail_snowblind\detail2014_T0AST3R_b1.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\detail2014_T0AST3R_b1.bsp"