- 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:
Compile log:
Does anyone have an idea what could cause vrad to crash?** 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"