vvis and vrad "crash"

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SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
It happens a lot to me too. Just let your map compile and have no other programs running. Leave the computer to compile your map for 10 minutes, and DON'T touch it AT ALL during this time.

If after the 10 minutes, the map is not done compiling, then shut down Hammer, end VVIS.exe and VRAD.exe, and try again.
 

Zeklyn

L2: Junior Member
Jul 30, 2016
80
21
It happens a lot to me too. Just let your map compile and have no other programs running. Leave the computer to compile your map for 10 minutes, and DON'T touch it AT ALL during this time.

If after the 10 minutes, the map is not done compiling, then shut down Hammer, end VVIS.exe and VRAD.exe, and try again.

I'll try it now
 

iiboharz

eternally tired
aa
Nov 5, 2014
857
1,291
Yeah - the compiler will often seem to hang when it's working, just wait it out and you will be fine!
 

Zeklyn

L2: Junior Member
Jul 30, 2016
80
21
Update: After 3 hours its nearly finished. Cant wait until i find bugs and glitches..
 

Zeklyn

L2: Junior Member
Jul 30, 2016
80
21
Update again: The compile log crashes, nothing happens after that

Any suggestions?
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Run it with just VBSP and see if there are any errors. A leak can cause VRAD to take forever because all the light escapes into infinity and it tries to keep tracing it.
 

Zeklyn

L2: Junior Member
Jul 30, 2016
80
21
This is what i got when i ran it with just vbsp
It only crash when i run RAD too


** 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\Lukas\Desktop\Ting jeg ikke trenger på skrivebordet\vmex098g\TF2 Map Remakes\MARIO_KART_remake.vmf"

Valve Software - vbsp.exe (Jul 26 2016)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Lukas\Desktop\Ting jeg ikke trenger på skrivebordet\vmex098g\TF2 Map Remakes\MARIO_KART_remake.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 16 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Lukas\Desktop\Ting jeg ikke trenger på skrivebordet\vmex098g\TF2 Map Remakes\MARIO_KART_remake.prt...Building visibility clusters...
done (1)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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) (420818 bytes)
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2310 texinfos to 1446
Reduced 240 texdatas to 199 (7686 bytes to 5860)
Writing C:\Users\Lukas\Desktop\Ting jeg ikke trenger på skrivebordet\vmex098g\TF2 Map Remakes\MARIO_KART_remake.bsp
Wrote ZIP buffer, estimated size 41083, actual size 30015
7 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:\Users\Lukas\Desktop\Ting jeg ikke trenger på skrivebordet\vmex098g\TF2 Map Remakes\MARIO_KART_remake"

Valve Software - vvis.exe (Jul 26 2016)
fastvis = true
8 threads
reading c:\users\lukas\desktop\ting jeg ikke trenger på skrivebordet\vmex098g\tf2 map remakes\MARIO_KART_remake.bsp
reading c:\users\lukas\desktop\ting jeg ikke trenger på skrivebordet\vmex098g\tf2 map remakes\MARIO_KART_remake.prt
1595 portalclusters
5632 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 26582 visible clusters (1.14%)
Total clusters visible: 2333931
Average clusters visible: 1463
Building PAS...
Average clusters audible: 1541
visdatasize:640335 compressed from 638000
writing c:\users\lukas\desktop\ting jeg ikke trenger på skrivebordet\vmex098g\tf2 map remakes\MARIO_KART_remake.bsp
1 second elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Lukas\Desktop\Ting jeg ikke trenger på skrivebordet\vmex098g\TF2 Map Remakes\MARIO_KART_remake.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\MARIO_KART_remake.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" -windowed -noborder -w 1920 -h 1080 -novid +map "MARIO_KART_remake" -steam
 

Zeklyn

L2: Junior Member
Jul 30, 2016
80
21
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!

This is the only error I can see, the problem is that this have happened in every version of my remake, with no problems
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
This is the only error I can see, the problem is that this have happened in every version of my remake, with no problems

I've also been having that problem. The only problem it gives you is that you can't build cubemaps. Everything else is fine, so I just ignore that.

The reason your VVIS and VRAD are crashing may be because you have too many vvis leaves. Try using HINT brushes, func_visclusters, and func_details to help make the compile time faster.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
It was stuck at 9/10
For normal vvis this is very normal to happen. These 3 dots and number can sometimes take as long as just reaching the 9 on its own.
Now when this only takes 20 minutes to compile this isnt a hazard, but with 2 hours it is. At which point learning to optimize becomes a must.

But i notice vbsp has the following:
Error loading studio model ""!
It looks like a prop is invalid. And maybe that is why vrad crashes as it doesnt know how to handle it.
 

Zeklyn

L2: Junior Member
Jul 30, 2016
80
21
I've also been having that problem. The only problem it gives you is that you can't build cubemaps. Everything else is fine, so I just ignore that.

The reason your VVIS and VRAD are crashing may be because you have too many vvis leaves. Try using HINT brushes, func_visclusters, and func_details to help make the compile time faster.

faster isnt the problem, the compile log is literally crashing. It just says "Not Responding" I've tried to leave it like that for 30min but it wont respond
 

Zeklyn

L2: Junior Member
Jul 30, 2016
80
21
For normal vvis this is very normal to happen. These 3 dots and number can sometimes take as long as just reaching the 9 on its own.
Now when this only takes 20 minutes to compile this isnt a hazard, but with 2 hours it is. At which point learning to optimize becomes a must.

But i notice vbsp has the following:
Error loading studio model ""!
It looks like a prop is invalid. And maybe that is why vrad crashes as it doesnt know how to handle it.
I'll look over the map and check
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
faster isnt the problem, the compile log is literally crashing. It just says "Not Responding" I've tried to leave it like that for 30min but it wont respond
For that you might want to go directly to the log file and open it with notepad++. The file still gets updated even if the hammer window crashes. The log is always placed next to the bsp and appends the latest logging to the end of the file (so it can contain 100 compiles).
N++ might not always recognise it has changed, but by manualy reopening the file (there is a shortcut for this in n++) this can be solved.
This allows you to follow the status.
 

Zeklyn

L2: Junior Member
Jul 30, 2016
80
21
EDIT: It happened on the unedited version of the map too. It worked perfect before
Here's the latest one:



materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Lukas\Desktop\Ting jeg ikke trenger på skrivebordet\vmex098g\TF2 Map Remakes\MARIO_KART_remake.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
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 16 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Lukas\Desktop\Ting jeg ikke trenger på skrivebordet\vmex098g\TF2 Map Remakes\MARIO_KART_remake.prt...Building visibility clusters...
done (1)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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) (420818 bytes)
Error loading studio model ""!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2310 texinfos to 1446
Reduced 240 texdatas to 199 (7686 bytes to 5860)
Writing C:\Users\Lukas\Desktop\Ting jeg ikke trenger på skrivebordet\vmex098g\TF2 Map Remakes\MARIO_KART_remake.bsp
Wrote ZIP buffer, estimated size 41083, actual size 30015
7 seconds elapsed



8 threads
reading c:\users\lukas\desktop\ting jeg ikke trenger på skrivebordet\vmex098g\tf2 map remakes\MARIO_KART_remake.bsp
reading c:\users\lukas\desktop\ting jeg ikke trenger på skrivebordet\vmex098g\tf2 map remakes\MARIO_KART_remake.prt
1595 portalclusters
5632 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 26582 visible clusters (1.14%)
Total clusters visible: 2333931
Average clusters visible: 1463
Building PAS...
Average clusters audible: 1541
visdatasize:640335 compressed from 638000
writing c:\users\lukas\desktop\ting jeg ikke trenger på skrivebordet\vmex098g\tf2 map remakes\MARIO_KART_remake.bsp
1 second elapsed



[Reading texlights from 'lights.rad']
[56 texlights parsed from 'lights.rad']

Loading c:\users\lukas\desktop\ting jeg ikke trenger på skrivebordet\vmex098g\tf2 map remakes\MARIO_KART_remake.bsp
6706 faces
1667394 square feet [240104800.00 square inches]
40 Displacements
28073 Square Feet [4042592.25 Square Inches]
6706 patches before subdivision
129556 patches after subdivision
42 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 32250999, max 1977
transfer lists: 246.1 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(1116981, 1400572, 618773)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(265548, 272660, 110206)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(71598, 74022, 29382)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(25005, 22883, 11055)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(9924, 8505, 5019)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(4728, 3633, 2505)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(2424, 1718, 1302)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(1339, 871, 691)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(758, 459, 371)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(441, 248, 200)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(259, 136, 109)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(153, 75, 60)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(91, 42, 33)
0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(54, 24, 18)
0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(33, 13, 10)
0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(20, 7, 6)
0...1...2...3...4...5...6...7...8...9...10 Bounce #17 added RGB(12, 4, 3)
0...1...2...3...4...5...6...7...8...9...10 Bounce #18 added RGB(7, 2, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #19 added RGB(4, 1, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #20 added RGB(3, 1, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #21 added RGB(2, 0, 0)
0...1...2...3...4...5...6...7...8...9...10 Bounce #22 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0338 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 80/1024 3840/49152 ( 7.8%)
brushes 1022/8192 12264/98304 (12.5%)
brushsides 7223/65536 57784/524288 (11.0%)
planes 4738/65536 94760/1310720 ( 7.2%)
vertexes 9498/65536 113976/786432 (14.5%)
nodes 3925/65536 125600/2097152 ( 6.0%)
texinfos 1446/12288 104112/884736 (11.8%)
texdata 199/2048 6368/65536 ( 9.7%)
dispinfos 40/0 7040/0 ( 0.0%)
disp_verts 1000/0 20000/0 ( 0.0%)
disp_tris 1280/0 2560/0 ( 0.0%)
disp_lmsamples 104512/0 104512/0 ( 0.0%)
faces 6706/65536 375536/3670016 (10.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 3895/65536 218120/3670016 ( 5.9%)
leaves 4006/65536 128192/2097152 ( 6.1%)
leaffaces 7825/65536 15650/131072 (11.9%)
leafbrushes 1873/65536 3746/131072 ( 2.9%)
 
Last edited:

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
1595 portalclusters
5632 numportals
Those numbers look way too high, indicating your map is not optimized and therefore the reason VVIS is taking so long. VRAD taking a long time is fairly normal though you can optimize that too.

Try watching these 2 videos and applying what they teach to your map.

View: https://youtu.be/mIy0Usc8zXU


View: https://youtu.be/swBfUW-Bsxs


This guide is also a pretty good reference point you can read at any time - http://www.optimization.interlopers.net/index.php?chapter=intro

As for it using using all your CPU while you compile, you can tell it to use less via the -threads command. Normally I would say google your CPU to see how many threads it can use, but in your case we already know that yours has 8 because it says so right in your compile logs.

Next time you compile, switch to the advanced compiler and add -threads # at the front, so ti looks like this:
hqCW74j.png


Replace the # with the number you wish to use. As you can see I have mine set to 3. In your case, I'd say start with 6. It will compile slower, but it will take less of your CPU so you can still at least use the internet / listen to music / whatever you do.