Vrad crashes on HDR compile

T0AST3R

L1: Registered
Jul 7, 2014
5
1
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:
** 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"
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
No. I ran into this problem recently.

If you do LDR and HDR, you may be running out of memory. Reaaaally weird obscure bug from Source. What you can try is doing a VBSP, VVIS and VRAD (LDR only) compile with VBCT. When that is done, turn OFF the BSP and VVIS modules, turn on HDR, disable LDR and compile just a VRAD HDR compile. See if that crashes.

Sounds stupid and such, but give it a shot.
 

T0AST3R

L1: Registered
Jul 7, 2014
5
1
No. I ran into this problem recently.

If you do LDR and HDR, you may be running out of memory. Reaaaally weird obscure bug from Source. What you can try is doing a VBSP, VVIS and VRAD (LDR only) compile with VBCT. When that is done, turn OFF the BSP and VVIS modules, turn on HDR, disable LDR and compile just a VRAD HDR compile. See if that crashes.

Sounds stupid and such, but give it a shot.

I'll give it a try.
 

T0AST3R

L1: Registered
Jul 7, 2014
5
1
No. I ran into this problem recently.

If you do LDR and HDR, you may be running out of memory. Reaaaally weird obscure bug from Source. What you can try is doing a VBSP, VVIS and VRAD (LDR only) compile with VBCT. When that is done, turn OFF the BSP and VVIS modules, turn on HDR, disable LDR and compile just a VRAD HDR compile. See if that crashes.

Sounds stupid and such, but give it a shot.

I followed your directions and it worked! Thanks a lot for your help!
 

henke37

aa
Sep 23, 2011
2,075
515
You can just use the advanced build dialog and duplicate the vrad step, removing the need to do two builds.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
You can just use the advanced build dialog and duplicate the vrad step, removing the need to do two builds.

not sure if the usage will carry over because it's the same thing. The of 2 builds is to completely stop everything so stuff gets flushed, the do it again.
 

henke37

aa
Sep 23, 2011
2,075
515
The memory allocation issue is per process. Each step in the advanced build dialog is its own process.