VRAD crashes on second pass, no error message
Quote from srs bsnss on March 8, 2013, 9:06 amHi everyone,
I've been working on a map (as a mapper is wont to do), and I've run into a strange error that I'm having a lot of difficulty overcoming.
When I do a full compile [the -both -final (slow!) one], VRAD decides to be unresponsive on the second pass - it gets to BuildVisLeafs, counts all the way up to
"9...", then stops for a very long time. Then, Windows pops up saying "vrad.exe has stopped working". It only happens on full compile.I've tried cordoning off certain areas, it only happens when I compile the whole map.
VVIS runs like a charm, 0 seconds elapse, 648 numportals.Can anybody suggest why this might be happening? I've attached a .vmf for your troubleshooting pleasure.
Hi everyone,
I've been working on a map (as a mapper is wont to do), and I've run into a strange error that I'm having a lot of difficulty overcoming.
When I do a full compile [the -both -final (slow!) one], VRAD decides to be unresponsive on the second pass - it gets to BuildVisLeafs, counts all the way up to
"9...", then stops for a very long time. Then, Windows pops up saying "vrad.exe has stopped working". It only happens on full compile.
I've tried cordoning off certain areas, it only happens when I compile the whole map.
VVIS runs like a charm, 0 seconds elapse, 648 numportals.
Can anybody suggest why this might be happening? I've attached a .vmf for your troubleshooting pleasure.
Quote from Lpfreaky90 on March 8, 2013, 10:40 amI can has instances/custom/mp_coop_x^2/coop_endlevel_room_x^2.vmf? =3
I can has instances/custom/mp_coop_x^2/coop_endlevel_room_x^2.vmf? =3
Quote from TopHATTwaffle on March 8, 2013, 10:44 amI've experienced some issues with the -both switch. I don't know if they are resolved. Please use 2 compile lines in the advanced compile. Have one use -LDR and the other use -HDR. Let me know if it still crashes on you.
I've experienced some issues with the -both switch. I don't know if they are resolved. Please use 2 compile lines in the advanced compile. Have one use -LDR and the other use -HDR. Let me know if it still crashes on you.
http://www.tophattwaffle.com/ - My site for Source Engine Level Design
http://therewillbescience.com/ - Portal 2, Lab Rat
http://www.moddb.com/mods/portal-2-lab-rat - Portal 2, Lab Rat (MODDB)
Quote from srs bsnss on March 8, 2013, 10:56 amTopHATTwaffle wrote:I've experienced some issues with the -both switch. I don't know if they are resolved. Please use 2 compile lines in the advanced compile. Have one use -LDR and the other use -HDR. Let me know if it still crashes on you.By that do you mean duplicate the lighting line, and put -ldr in one and -hdr in the other? Sounds reasonable. I'll give it a crack.
By that do you mean duplicate the lighting line, and put -ldr in one and -hdr in the other? Sounds reasonable. I'll give it a crack.
Quote from TopHATTwaffle on March 8, 2013, 10:59 amsrs bsnss wrote:By that do you mean duplicate the lighting line, and put -ldr in one and -hdr in the other? Sounds reasonable. I'll give it a crack.Yup, do that!
Yup, do that!
http://www.tophattwaffle.com/ - My site for Source Engine Level Design
http://therewillbescience.com/ - Portal 2, Lab Rat
http://www.moddb.com/mods/portal-2-lab-rat - Portal 2, Lab Rat (MODDB)
Quote from srs bsnss on March 8, 2013, 11:51 amTopHATTwaffle wrote:srs bsnss wrote:By that do you mean duplicate the lighting line, and put -ldr in one and -hdr in the other? Sounds reasonable. I'll give it a crack.Yup, do that!
Yay
It worked! Thanks heaps, TopHATT
![]()
(p.s. I'll take this moment to mention that your tutorials were super helpful for me when I started using Hammer
)
Yup, do that!
Yay It worked! Thanks heaps, TopHATT
(p.s. I'll take this moment to mention that your tutorials were super helpful for me when I started using Hammer )
Quote from TopHATTwaffle on March 8, 2013, 12:09 pmGlad it's working. I was pulling my hair out when that was happening to me about 2 years ago. Happy mapping!
Glad it's working. I was pulling my hair out when that was happening to me about 2 years ago. Happy mapping!
http://www.tophattwaffle.com/ - My site for Source Engine Level Design
http://therewillbescience.com/ - Portal 2, Lab Rat
http://www.moddb.com/mods/portal-2-lab-rat - Portal 2, Lab Rat (MODDB)

Quote from josepezdj on March 8, 2013, 3:21 pmHey Doug, but should one have the following lines:
-textureshadows -ldr -StaticPropLighting -StaticPropPolys -game $gamedir $path$file
-textureshadows -hdr -StaticPropLighting -StaticPropPolys -game $gamedir $path$file... or the following ones:
-ldr -final -textureshadows -StaticPropLighting -StaticPropPolys -game $gamedir $path$file
-hdr -final -textureshadows -StaticPropLighting -StaticPropPolys -game $gamedir $path$fileI mean, should the "-final" switch be substituted too or not?
Hey Doug, but should one have the following lines:
-textureshadows -ldr -StaticPropLighting -StaticPropPolys -game $gamedir $path$file
-textureshadows -hdr -StaticPropLighting -StaticPropPolys -game $gamedir $path$file
... or the following ones:
-ldr -final -textureshadows -StaticPropLighting -StaticPropPolys -game $gamedir $path$file
-hdr -final -textureshadows -StaticPropLighting -StaticPropPolys -game $gamedir $path$file
I mean, should the "-final" switch be substituted too or not?
Quote from TopHATTwaffle on March 8, 2013, 3:48 pmjosepezdj wrote:Hey Doug, but should one have the following lines:-textureshadows -ldr -StaticPropLighting -StaticPropPolys -game $gamedir $path$file
-textureshadows -hdr -StaticPropLighting -StaticPropPolys -game $gamedir $path$file... or the following ones:
-ldr -final -textureshadows -StaticPropLighting -StaticPropPolys -game $gamedir $path$file
-hdr -final -textureshadows -StaticPropLighting -StaticPropPolys -game $gamedir $path$fileI mean, should the "-final" switch be substituted too or not?
The order does not matter. As for "-final" That will ONLY improve lighting emitted from a light_enviroment. In my experiences, it does not matter if you have it on when you compile a level without a light_enviroment. So I always keep it in my compile settings, just in case I do happen to have a light_enviroment in my level.
-textureshadows -ldr -StaticPropLighting -StaticPropPolys -game $gamedir $path$file
-textureshadows -hdr -StaticPropLighting -StaticPropPolys -game $gamedir $path$file
... or the following ones:
-ldr -final -textureshadows -StaticPropLighting -StaticPropPolys -game $gamedir $path$file
-hdr -final -textureshadows -StaticPropLighting -StaticPropPolys -game $gamedir $path$file
I mean, should the "-final" switch be substituted too or not?
The order does not matter. As for "-final" That will ONLY improve lighting emitted from a light_enviroment. In my experiences, it does not matter if you have it on when you compile a level without a light_enviroment. So I always keep it in my compile settings, just in case I do happen to have a light_enviroment in my level.
http://www.tophattwaffle.com/ - My site for Source Engine Level Design
http://therewillbescience.com/ - Portal 2, Lab Rat
http://www.moddb.com/mods/portal-2-lab-rat - Portal 2, Lab Rat (MODDB)