Vrad.exe not starting up?

Discussion in 'Mapping Questions & Discussion' started by Geal, Apr 23, 2010.

  1. Geal

    Geal L4: Comfortable Member

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    So I finally fully detailed my map, optimized it to the best of my ability, and then yesterday settled down for the dreaded normal speed compile. It finally finished overnight, the compile log stating it took 16 hours. However, this is where vrad.exe normally starts up, but it still hasnt. After checking task manager, vvis.exe is still running (taking up 00 CPU), but not vrad. The 16 hour mark probably hit about 8 hours ago, so I'm worried the compiler's stuck on vvis. Should I manually terminate vvis, so the compiler can get on to vrad? Or should I let it keep working under the hopes that vvis is just finishing up?
     
  2. Grim Tuesday

    aa Grim Tuesday

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    WHOOO! How big is your map that it requires a 24 hour compile? Try using the Valce Batch Compile Tool to see real progress reports, so you dont get stuck in situations like this. However, if even VBCT takes hours to compile, just send me the map (just this once :p) and il compile it for you on my i7!
     
    • Thanks Thanks x 1
  3. Geal

    Geal L4: Comfortable Member

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    My computer is fairly old, so I figured it was a combination of my slow processor and my sub-par map optimizing skills. Thanks for that suggestion though, I've never heard of VBCT. I'll give it a shot and see how long it takes. If there are still issues, then I'll see about sending it to you.
     
  4. Lancey

    aa Lancey Currently On: ?????

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    Post the compile log. Thus far.
     
  5. Geal

    Geal L4: Comfortable Member

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    materialPath: c:\program files\steam\steamapps\newbdragoon\team fortress 2\tf\materials
    Loading C:\Program Files\Steam\SteamApps\newbdragoon\sourcesdk_content\tf\mapsrc\ctf_gumption_b1.vmf
    Patching WVT material: maps/ctf_gumption_b1/nature/blendgroundtograss007_wvt_patch
    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 420 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (2)
    writing C:\Program Files\Steam\SteamApps\newbdragoon\sourcesdk_content\tf\mapsrc\ctf_gumption_b1.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_trainyard_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
    Building Physics collision data...
    done (1) (737378 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    Material NATURE/BLENDGROUNDTOGRASS007 uses unknown detail object type tf_forest_grass!
    10
    Compacting texture/material tables...
    Reduced 4480 texinfos to 2894
    Reduced 171 texdatas to 166 (3339 bytes to 3200)
    Writing C:\Program Files\Steam\SteamApps\newbdragoon\sourcesdk_content\tf\mapsrc\ctf_gumption_b1.bsp
    27 seconds elapsed



    2 threads
    reading c:\program files\steam\steamapps\newbdragoon\sourcesdk_content\tf\mapsrc\ctf_gumption_b1.bsp
    reading c:\program files\steam\steamapps\newbdragoon\sourcesdk_content\tf\mapsrc\ctf_gumption_b1.prt
    2104 portalclusters
    6404 numportals
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 11896 visible clusters (0.00%)
    Total clusters visible: 1180579
    Average clusters visible: 561
    Building PAS...
    Average clusters audible: 1892
    visdatasize:938373 compressed from 1110912
    writing c:\program files\steam\steamapps\newbdragoon\sourcesdk_content\tf\mapsrc\ctf_gumption_b1.bsp
    16 hours, 5 minutes, 55 seconds elapsed

    I'm guessing it finished around 6am PST today. It's 3pm PST now.
     
  6. Steff0o

    Steff0o L6: Sharp Member

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    "16 hours, 5 minutes, 55 seconds elapsed"
    :O
    Not only your processor is that shit, i guess your optimazation also...
    pease make a proper skybox that's not just a big cube...
     
  7. Geal

    Geal L4: Comfortable Member

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    I think I'll just call the compile quits for now, see if I can't optimize it further, then try again later with VBCT. The skybox isn't just a giant cube, but it could probably be made to be a bit more efficient.
     
  8. Grim Tuesday

    aa Grim Tuesday

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    What are your specs?
     
  9. megawac

    megawac L4: Comfortable Member

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    Why do you think VBCT compiles faster? It uses the exact same compile script (with some flags) at a lower system priority. Its actually noticeably slower than the default hammer compile (unless you change the default low priority setting).
     
  10. Grim Tuesday

    aa Grim Tuesday

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    It's not really an issue of speed, but that of perceived speed, or to see if it has frozen. For example, hammer become non-responsive during compile, and there is no way to tell how it is going, except for at the end. On the other hand, VBCT has a blinking cursor, and a real time refreshing display. Furthermore, I am actually able to use my computer while the compile is in progress.

    I still think that VBCT is faster, though I would be welcome to a test. I might do it tonight, in fact.
     
  11. Tehrasha

    Tehrasha L3: Member

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    If not speed VBCT certainly frees up more RAM space to compile in by not having all the Hammer overhead in there.
     
  12. jpr

    aa jpr

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    I think VBTC is faster with rad but not with vis, I might be wrong though
     
  13. Fraz

    aa Fraz Blu Hatte, Greyscale Backdrop.

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