VRAD Crash Compile Problem

Macanick

L1: Registered
Dec 12, 2016
45
8
After i fixed brushface over limit problem (vbsp crash)
vrad makes trouble
actually my maps don't have nothing entities that related on shading like env_sun and light control
i removed them all after compiler shows error, although still vrad crash


-------------- Start Compile BSP ----------------
VBSP Started, Please Wait!

VBSP: c:\program files (x86)\steam\steamapps\common\Team Fortress 2\bin\vbsp.exe -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\final\dr_castlebleck_d"

Valve Software - vbsp.exe (Feb 17 2017)
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\sourcesdk_content\tf\mapsrc\final\dr_castlebleck_d.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)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1282.5 1024.0 1208.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 389:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1061.0 1208.0 1208.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 389:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-1282.5 1392.0 1208.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs: Brush 389:

Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 3184 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\final\dr_castlebleck_d.prt...Building visibility clusters...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/castle_bleck_skybox*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/castle_bleck_skybox*.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 (3) (1562983 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 10778 texinfos to 7003
Reduced 59 texdatas to 58 (1742 bytes to 1720)
Writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\final\dr_castlebleck_d.bsp
Wrote ZIP buffer, estimated size 82116, actual size 81902
16 seconds elapsed

Compile Complete for this module.
VBSP Completed: 2017년 5월 8일 월요일, 오후 9:56:33
VBSP: Compile time: 16 seconds elapsed

-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!

VVIS: c:\program files (x86)\steam\steamapps\common\Team Fortress 2\bin\vvis.exe -fast -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\final\dr_castlebleck_d"

Valve Software - vvis.exe (Feb 17 2017)
fastvis = true
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\final\dr_castlebleck_d.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\final\dr_castlebleck_d.prt
1649 portalclusters
5404 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2)
Optimized: 110824 visible clusters (4.86%)
Total clusters visible: 2279785
Average clusters visible: 1382
Building PAS...
Average clusters audible: 1599
visdatasize:674637 compressed from 685984
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\final\dr_castlebleck_d.bsp
2 seconds elapsed

Compile Complete for this module.
VVIS Completed: 2017년 5월 8일 월요일, 오후 9:56:41
VVIS: Compile time: 2 seconds elapsed

-------------- Start Compile VRAD ----------------
VRAD Started, Please Wait!

VRAD: c:\program files (x86)\steam\steamapps\common\Team Fortress 2\bin\vrad.exe -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\final\dr_castlebleck_d"

Valve Software - vrad.exe SSE (Feb 17 2017)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\final\dr_castlebleck_d.bsp
Setting up ray-trace acceleration structure... Done (1.99 seconds)
26126 faces
numplanes + fakeplanes >= MAX_MAP_PLANES

Compile Complete for this module.
VRAD Completed: 2017년 5월 8일 월요일, 오후 9:56:47

One Line Summary: 2017-05-08 오후 9:56:47, dr_castlebleck_d.vmf, Team Fortress 2, normal , fast, crashed?, 00:00:17, 00:00:08, 00:00:05, 00:00:31
History.csv was updated.

Compile Summary - job mode: FAST
Map Name: dr_castlebleck_d.vmf
VBSP - mode:normal , 16 seconds, 00:00:17 elapsed
VVIS - mode:fast, 2 seconds, 00:00:08 elapsed
VRAD - mode:crashed?, n/a(LDR), n/a(HDR), 00:00:05 elapsed
Total Compile time: 00:00:31



Ignore some korean things
Final compile mode shows same result

Help me
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
VRAD is failing because VBSP (the first compile stage) isn't spitting out a BSP file because it crashed.

There seems to be a brush (or multiple brushes) that give VBSP a hard time figuring out what your level should look like. This could be caused by a leak, so find that first. If there aren't any leaks, go in Hammer and press Alt+P for the problem checker. It'll tell you if there's something like an invalid brush and how to fix it.

Also, next time, use this site: http://www.interlopers.net/errors?page=errors

Automatic compile log checker. It basically tells you what went wrong and how to fix it. Saves us from copying your compile log into that site because that's exactly what we do when answering these type of questions.
 

Macanick

L1: Registered
Dec 12, 2016
45
8
VRAD is failing because VBSP (the first compile stage) isn't spitting out a BSP file because it crashed.

There seems to be a brush (or multiple brushes) that give VBSP a hard time figuring out what your level should look like. This could be caused by a leak, so find that first. If there aren't any leaks, go in Hammer and press Alt+P for the problem checker. It'll tell you if there's something like an invalid brush and how to fix it.

Also, next time, use this site: http://www.interlopers.net/errors?page=errors

Automatic compile log checker. It basically tells you what went wrong and how to fix it. Saves us from copying your compile log into that site because that's exactly what we do when answering these type of questions.

bsp spitting out well without vrad option and compile log checker only says do it without fast option
but as i said it shows same result as fast mode...
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
bsp spitting out well without vrad option and compile log checker only says do it without fast option
but as i said it shows same result as fast mode...
VBSP isn't spitting out anything. It encounters the error, it stops, then VVIS and VRAD will use the last working BSP. You should fix the FindPortalSide error first, which can be caused by a number of things, including leaks or invalid brushes. Go to the coordinates it spits out and see what's up. And again, Alt+p for the in-Hammer error checker.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
VRAD is failing because VBSP (the first compile stage) isn't spitting out a BSP file because it crashed.
What are you talking about? The log clearly shows the bsp being saved to their vmf folder at the end of the vbsp stage. FindPortalSide errors do not stop vbsp, but they should still be fixed (and by the looks of it, it should be easy because they're all caused by the same brush).

The error you're looking for is in vrad here:
numplanes + fakeplanes >= MAX_MAP_PLANES
It seems that you reduced the brush faces enough for vbsp, but not enough for vrad. I believe vrad splits faces even further in order to do its lighting calculations, so it technically has a lower limit than vbsp. When deleting/simplifying your brushes, note that invisible faces like trigger, hint, and playerclip count towards the limit, but not nodraw.
 

Macanick

L1: Registered
Dec 12, 2016
45
8
What are you talking about? The log clearly shows the bsp being saved to their vmf folder at the end of the vbsp stage. FindPortalSide errors do not stop vbsp, but they should still be fixed (and by the looks of it, it should be easy because they're all caused by the same brush).

The error you're looking for is in vrad here:

It seems that you reduced the brush faces enough for vbsp, but not enough for vrad. I believe vrad splits faces even further in order to do its lighting calculations, so it technically has a lower limit than vbsp. When deleting/simplifying your brushes, note that invisible faces like trigger, hint, and playerclip count towards the limit, but not nodraw.

there's the solution what i want to hear Thank you!
so i should nodraw all the brush faces that are not visible to see while gameplay

and how much brushface limit is? i should know that...
 
Last edited:

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
The engine limit is 32768, but of course that includes the extra faces generated by the compiler. After a bit of searching, I found another person on the Steam forums with the same problem who got their map to work with about 20000 faces, so I'd aim for that number (you currently have 26126).