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VRad stopped working

When I compile my chamber, the compiler gets to the part where it builds the face lights. When It finishes that, I get an error that says the "vrad has stopped working." Does anyone know how I can fix this? I can finish compiling my map if I don't have vrad run, but when I do that, my chamber has no shading. I don't want to publish my map without shading, but I will if I have to, because it is finished save for lighting.

There needs to be a little more information to this before I could give you any solution to your problem. It could be a number of reasons why it is crashing (or it could not be crashing at all and your computer thinks VRAD is idling).

Post your compile log of the most recent full compile. Good chances it has something to do with the resolving of VisLeafs within VRAD as it doesn't even come up to it.

Also have you done a full compile on this map before? It could be that the actual tools are the problem and not the map. Create a new map with a spawn point and a light and see what happens when you fully compile it.

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I tried to compile a simpler chamber, and it worked fine. So thats not the problem. I am pretty new to hammer, so I don't know where any logs are for the compiler, but I took a picture that shows as much as I could fit.

Have you tried a full compile? It looks like you are running VVIS on fast.
Tick everything to normal when you see the compile dialog (F9).

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I had issues with this in my contest map last year (try being two days away from the deadline and unable to compile your map, haha) It's a pretty nasty thing to troubleshoot.
What I found was that my map was too large and not well optimized enough. I wasn't able to tell if it was the number of visleaves causing the problem or the number of brush faces but reducing both can't hurt here. It's kinda hard to give general advice without knowing what your map is like but I'll give you some tips that helped mine:

*Func_detail. If your map is like mine and you have large bounding boxes for pits, you NEED to be extremely careful about your visleaves. I'm reading through your compile log, 3350 numportals (essentially 3350 visleaves) is insane. (I don't know what fast VVIS does to this number, though.) Turning detail brushes into func_detail means they will not affect visleaf generation. If you haven't already, read through this: http://www.optimization.interlopers.net/ There's a section on visleaves and func_detail, that should definitely be required reading for any mapper.

*Fog. If you have HUUUUGE open areas (like I did for pits and BTS areas) that's going to cause problems. If possible, you should add an env_fog_controller with a low-ish start and end distance. This will allow you to tighten up some of your areas without making it look too much worse. Helps with lighting too!

*Make the map smaller. I believe the source of your problem is too many brush faces too much brush face area. Your compile log says 1905719936 (1.9e9) square units! In comparison, my map (which was really pushing it) had 1588317952 (1.6e9) square units. I would bet money this is where your problem lies. You need to reduce the map size, either by making the areas smaller, or, if all else fails, cutting your map into two.

Hope this helped! Good luck!

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Thanks wrathofmobius. This is diffidently stuff to keep in mind for future maps. I think I am too far in the creation of this map to pay much in mind to the size of my brushes. All I have left is lighting. Since I am going through making a series of maps to teach myself how to use hammer, I think I may just end up suffering for my mistakes, and when I remake these maps later when I have more understanding of hammer, Ill make sure to keep this stuff in mind. Thank you again for your help.