VRAD Crash Compile Problem

Discussion in 'Mapping Questions & Discussion' started by Macanick, May 8, 2017.

  1. Macanick

    Macanick L1: Registered

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    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
     
  2. Vel0city

    aa Vel0city func_fish

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    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.
     
  3. Macanick

    Macanick L1: Registered

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    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...
     
  4. Vel0city

    aa Vel0city func_fish

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    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.
     
  5. killohurtz

    aa killohurtz Distinction in Applied Carving

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    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.
     
    • Thanks Thanks x 1
  6. Macanick

    Macanick L1: Registered

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    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: May 10, 2017
  7. killohurtz

    aa killohurtz Distinction in Applied Carving

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    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).