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ABrookes
08-06-2007, 04:07 AM
So I spend hours creating maps for HL2 and my PC won't spend 10 seconds to compile a single four sided room. I'm a little frustrated. Anyone know anything about Batch Compilers for HL2 and why my VRAD crashes?

I swapped vrad with hlrad and it no longer crashes, but I don't know if hl2 even works with hlrad because the map doesn't appear to be calculating light (map appears in full light).

I recently have isolated the problem to my compile and not to the map itself (after downloading someone elses compile). Are there any common command lines that might alter full bright in a map compile?

Google
--

ABrookes
08-06-2007, 08:06 AM
There's definitely a problem i can't solve in the compile log:


materialPath: c:\games\steam\steamapps\mrforgetfulness@yahoo.com \half-life 2 deathmatch\hl2mp\materials
Loading C:\Games\Steam\SteamApps\mrforgetfulness@yahoo.com \sourcesdk_content\FortressForever\mapsrc\beta.vmf
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Games\Steam\SteamApps\mrforgetfulness@yahoo.com \sourcesdk_content\FortressForever\mapsrc\beta.prt ...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_07*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_07rt"
Can't load skybox file skybox/sky_day01_07 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 (0) (2543 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3 texinfos to 3
Reduced 1 texdatas to 1 (21 bytes to 21)
Writing C:\Games\Steam\SteamApps\mrforgetfulness@yahoo.com \sourcesdk_content\FortressForever\mapsrc\beta.bsp
0 seconds elapsed



1 threads
reading c:\games\steam\steamapps\mrforgetfulness@yahoo.com \sourcesdk_content\fortressforever\mapsrc\beta.bsp
reading c:\games\steam\steamapps\mrforgetfulness@yahoo.com \sourcesdk_content\fortressforever\mapsrc\beta.prt
16 portalclusters
32 numportals
0...1...2...3...4...5...6...7...8...9...100...1... 2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
Total clusters visible: 224
Average clusters visible: 14
Building PAS...
Average clusters audible: 16
visdatasize:196 compressed from 256
writing c:\games\steam\steamapps\mrforgetfulness@yahoo.com \sourcesdk_content\fortressforever\mapsrc\beta.bsp
0 seconds elapsed
hlrad v2.5.3 rel Custom Build 1.7p15 (Jun 3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (webmaster@xp-cagey.com)
----- BEGIN hlrad -----
Command line: hlrad.exe -smooth 85 C:\Games\Steam\SteamApps\mrforgetfulness@yahoo.com \sourcesdk_content\FortressForever\mapsrc\beta.bsp
>> There was a problem compiling the map.
>> Check the file C:\Games\Steam\SteamApps\mrforgetfulness@yahoo.com \sourcesdk_content\FortressForever\mapsrc\beta.log for the cause.

----- END hlrad -----

neozf
08-06-2007, 06:08 PM
Have you tried asking on the IRC, a few people should be able to answer your question (I'm guessing BT or Dazed) and nice e-mail address :p

Walrii
08-06-2007, 08:11 PM
Could you please paste the contents of "C:\Games\Steam\SteamApps\mrforgetfulness@yahoo.com \sourcesdk_content\FortressForever\mapsrc\beta.log"

And secondly, I noticed that the log had a space after "mrforgetfullness@yahoo.com" both when it was trying to run hlrad and when it was telling you where to find the log.

I don't think there should be a space there, nor do I think you intentionally edited the log to add one. I would check to see whether or not that folder really has a space in its name (by browsing it using Windows Explorer). If it should, then it's another problem, but if not then fool around with the map editor's settings (valve hammer editor?) so that it doesn't try to have a space in there.

ABrookes
08-07-2007, 12:44 AM
I recently reinstalled Steam. I'm getting desperate. So I can't check those things you ask me to check although I did try as they were valid points. It is very difficult to find help in irc. I know more than most how this can be a headache so I can't blame peps for not wanting to help. I am thankful for whatever help I can get. To date I still have no light, and I will post the log from the following directory:

Steam\steamapps\mrforgetfulness@yahoo.com\sourcesd k_content\hl2mp\mapsrc

materialPath: c:\program files\steam\steamapps\mrforgetfulness@yahoo.com\ha lf-life 2 deathmatch\hl2mp\materials
Loading C:\Program Files\Steam\steamapps\mrforgetfulness@yahoo.com\so urcesdk_content\hl2mp\mapsrc\test.vmf
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\steamapps\mrforgetfulness@yahoo.com\so urcesdk_content\hl2mp\mapsrc\test.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_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 (0) (2692 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 6 texinfos to 4
Reduced 2 texdatas to 2 (39 bytes to 39)
Writing C:\Program Files\Steam\steamapps\mrforgetfulness@yahoo.com\so urcesdk_content\hl2mp\mapsrc\test.bsp
0 seconds elapsed



1 threads
reading c:\program files\steam\steamapps\mrforgetfulness@yahoo.com\so urcesdk_content\hl2mp\mapsrc\test.bsp
reading c:\program files\steam\steamapps\mrforgetfulness@yahoo.com\so urcesdk_content\hl2mp\mapsrc\test.prt
16 portalclusters
32 numportals
0...1...2...3...4...5...6...7...8...9...100...1... 2...3...4...5...6...7...8...9...10Optimized: 0 visible clusters (0.00%)
Total clusters visible: 224
Average clusters visible: 14
Building PAS...
Average clusters audible: 16
visdatasize:196 compressed from 256
writing c:\program files\steam\steamapps\mrforgetfulness@yahoo.com\so urcesdk_content\hl2mp\mapsrc\test.bsp
0 seconds elapsed

Jarclogen
08-07-2007, 10:25 AM
materialPath: c:\program files\steam\steamapps\mrforgetfulness@yahoo.com\ha lf-life 2 deathmatch\hl2mp\materials

I don't think half-life should have a space either.

ABrookes
08-08-2007, 01:39 AM
It's the end of the day 3 and I have moved beyond frustration to a state of dumbfoundedness. In an attempt to mimic the successful compile on my weaker PC - I zipped the entire Steam folder and transported it to my newer faulty PC. After unzipping I attempted a compile with failing results.

For reasons beyond me I appear unable to compile on this PC because of hardware or software (more than likely the later). I have done viruz scans and windows updates. I have never encountered anything like this before but I am unfamiliar with batch compilers. From what other people tell me they are basic operations. All I know is that vrad fails everytime.

I do not know if I can be helped based on my findings. I still welcome help, but I persevere. In the worst case scenario I envision myself using the old PC to compile my maps. This is slow and inconvenient, but it might work and maybe my only option. At least I can do quick compiles on here without lighting and run around.

Walrii
08-08-2007, 06:50 PM
ABrookes, I would say check all of your settings in the map editor and be TRIPLE sure that there are no unnecessary or inappropriate spaces. The extra spaces WILL completely mess up the compile.

I say this because twice you have copy and pasted logs, and twice there have been spaces where there shouldn't be any. Some setting(s) is messed up probably.

BrokenTripod
08-12-2007, 06:08 PM
Gar. Do you have MSN, AIM, Yahoo!, ICQ, or Skype?

If you answered yes to both of the above, I could try helping you using VNC or Windows XP's little Remote connection thing-y.

I find it's much easier to debug Hammer when you've got the configuration settings and all that Jazz in front of you (me?).

From all the logs you posted...You've got LOTS of random spaces everywhere. I don't understand it (Only looking at the second one now):

".com\sourcesd k_content\" That should be "sourcesdk_content"
"om\ha lf-life 2 de" more random space.
"o.com\so urcesdk" inconsistent random space...

I'd say fix the random spaces in your configuration settings...

Also: Are you using a batch compiler? If you are, then try not using one.

Also, I don't think the hlrad.exe from Zoner's Tools is meant for HL2. I think that's HL1 only.

Are you really mapping for Fortress Forever? That's fun =P

If you can't figure out the problem, we'll have to talk and set up a VNC server or something. That makes it like 1000000 times easier to fix any problems you might have.