(SOLVED)Compile process vrad.exe not finishing.

Any aspects of level design for the Source engine.

(SOLVED)Compile process vrad.exe not finishing.

Postby smashballs on Fri Jun 13, 2014 10:55 pm

I am trying to compile a very complicated map, filled with trees and so far it works; however, after I added the last needed tidbit of stuff the Valve Radiosity Simulator fails at building the visleafs.

Code: Select all
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\map_VMFs\gm_Forest_Build.vmf"

Valve Software - vbsp.exe (May 15 2014)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\map_VMFs\gm_Forest_Build.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\source sdk base 2013 singleplayer\ep2\gameinfo.txt
Patching WVT material: maps/gm_forest_build/nature/blendrockgrass004a_wvt_patch
Patching WVT material: maps/gm_forest_build/dev/dev_blendmeasure_wvt_patch
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\map_VMFs\gm_Forest_Build.prt...Building visibility clusters...
done (0)
material "skybox/officert" not found.
Can't load skybox file skybox/office to build the default cubemap!
Can't load skybox file skybox/office 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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (2) (5328841 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
10
Compacting texture/material tables...
Reduced 498 texinfos to 132
Reduced 14 texdatas to 12 (373 bytes to 295)
Writing C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\map_VMFs\gm_Forest_Build.bsp
7 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2" -fast "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\map_VMFs\gm_Forest_Build"

Valve Software - vvis.exe (May 15 2014)
fastvis = true
8 threads
reading c:\program files (x86)\steam\steamapps\common\garrysmod\map_vmfs\gm_Forest_Build.bsp
reading c:\program files (x86)\steam\steamapps\common\garrysmod\map_vmfs\gm_Forest_Build.prt
1291 portalclusters
2516 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 1630309
Average clusters visible: 1262
Building PAS...
Average clusters audible: 1269
visdatasize:425342  compressed from 433776
writing c:\program files (x86)\steam\steamapps\common\garrysmod\map_vmfs\gm_Forest_Build.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vrad.exe"
** Parameters:  -game "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2" -noextra "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\map_VMFs\gm_Forest_Build"

Valve Software - vrad.exe SSE (May 15 2014)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\garrysmod\map_vmfs\gm_Forest_Build.bsp
Setting up ray-trace acceleration structure... Done (1.25 seconds)
11165 faces
51742772 square feet [7450958848.00 square inches]
92 Displacements
1308508 Square Feet [188425232.00 Square Inches]
11165 patches before subdivision
643563 patches after subdivision
17 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (86)
BuildVisLeafs:       0...1...2...3...
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\map_VMFs\gm_Forest_Build.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\gm_Forest_Build.bsp"


Yes, this compile has a lot of errors mostly pertaining to things that appear missing to the compiler but its because the map is for Garry's Mod being made in the source base 2013 editor. That last part is what the problem is, and I wan't to know if anyone has made a much more powerful vrad.exe for Hammer Editor, that I can use to replace the current vrad so the map can be fully compiled, or is there a way to reduce the amount the vrad.exe has to do to the map without deleting anything?

NOTE: I run everything in fast compile, I don't think this should be an issue but I sure as hell ain't going to wait hours doing nothing while my big ass map is being compiled, I may make an exception if this is the absolute issue though.
Last edited by smashballs on Mon Jun 16, 2014 8:54 pm, edited 2 times in total.
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Re: Compile process vrad.exe not finishing.

Postby Riomaki on Sat Jun 14, 2014 12:21 am

You're using power of 4 displacements, which could be a problem.

If your map is very big and open, some basic func_viscluster placement should significantly cut down on Normal vvis time. This is basically how Valve did the first level of Blood Harvest in Left 4 Dead: Make a large 2048x2048 brush that reaches from the bottom of the level to the top (it's alright if it goes beyond the geometry), apply the toolstrigger texture to it, and tie it to func_viscluster. Duplicate a grid of these to cover the open portions of your level, leaving about 128 distance between each viscluster. It will take a 45 minute vvis compile down to a minute.

(What these do is tell vvis to not do line-of-sight checks within the viscluster space when defining where portals are. When you're outside, with no obstructions, you can basically see everything, so this expensive check is unnecessary).
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Re: Compile process vrad.exe not finishing.

Postby beach on Sat Jun 14, 2014 1:21 am

Don't compile in Fast.
What did you use for the lighting ?
A light_env, some light and spot ?
Did you use the white texture ? I remember had a very huge compil time when i used the white texture on a big brush. I think it's a lot harder to compil for vRad than normal light or spot. If you used some try to compil without. And make sure you don't give a name to every light. A named light is a light where vrad calculate the light on and the light off.
Last thing, check out your lightmap and make sure it's note under 16 ( maybe 8 if needed) on your displacement and .. well on all brush put it at 16 or 8, your call.
vRad is pretty good in theory but don't overdrive it
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Re: Compile process vrad.exe not finishing.

Postby smashballs on Sat Jun 14, 2014 2:04 am

beach wrote:Don't compile in Fast.
What did you use for the lighting ?
A light_env, some light and spot ?
Did you use the white texture ? I remember had a very huge compil time when i used the white texture on a big brush. I think it's a lot harder to compil for vRad than normal light or spot. If you used some try to compil without. And make sure you don't give a name to every light. A named light is a light where vrad calculate the light on and the light off.
Last thing, check out your lightmap and make sure it's note under 16 ( maybe 8 if needed) on your displacement and .. well on all brush put it at 16 or 8, your call.
vRad is pretty good in theory but don't overdrive it

I am only using the light environment but I have a map that is as big as hammer will let it be, (although with limited but still ridicules height). It is walled off with some cliffs using the power of 4 displacements + a fair sized skybox, but what really grinds its gears is the fact that the map is completely covered in prop_static pine trees, each pine tree has an approximate radius of 250 units around each tree (maybe more or less). I tried disabling receiving shadows and producing shadows, i hope that helps.
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Re: Compile process vrad.exe not finishing.

Postby smashballs on Sat Jun 14, 2014 2:06 am

Riomaki wrote:You're using power of 4 displacements, which could be a problem.

If your map is very big and open, some basic func_viscluster placement should significantly cut down on Normal vvis time. This is basically how Valve did the first level of Blood Harvest in Left 4 Dead: Make a large 2048x2048 brush that reaches from the bottom of the level to the top (it's alright if it goes beyond the geometry), apply the toolstrigger texture to it, and tie it to func_viscluster. Duplicate a grid of these to cover the open portions of your level, leaving about 128 distance between each viscluster. It will take a 45 minute vvis compile down to a minute.

(What these do is tell vvis to not do line-of-sight checks within the viscluster space when defining where portals are. When you're outside, with no obstructions, you can basically see everything, so this expensive check is unnecessary).

I tried what you told me but it ended up doing this:
Code: Select all
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\map_VMFs\gm_Forest_Build.vmf"

Valve Software - vbsp.exe (May 15 2014)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\map_VMFs\gm_Forest_Build.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\source sdk base 2013 singleplayer\ep2\gameinfo.txt
Patching WVT material: maps/gm_forest_build/nature/blendrockgrass004a_wvt_patch
Patching WVT material: maps/gm_forest_build/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\map_VMFs\gm_Forest_Build"

Valve Software - vvis.exe (May 15 2014)
8 threads
reading c:\program files (x86)\steam\steamapps\common\garrysmod\map_vmfs\gm_Forest_Build.bsp
reading c:\program files (x86)\steam\steamapps\common\garrysmod\map_vmfs\gm_Forest_Build.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\garrysmod\map_vmfs\gm_Forest_Build.prt


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vrad.exe"
** Parameters:  -game "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2" -noextra "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\map_VMFs\gm_Forest_Build"

Valve Software - vrad.exe SSE (May 15 2014)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\garrysmod\map_vmfs\gm_Forest_Build.bsp
Setting up ray-trace acceleration structure... Done (1.24 seconds)
11165 faces
51742772 square feet [7450958848.00 square inches]
92 Displacements
1308508 Square Feet [188425232.00 Square Inches]
11165 patches before subdivision
643563 patches after subdivision
17 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (86)
BuildVisLeafs:       0...1...2...3...
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\map_VMFs\gm_Forest_Build.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\gm_Forest_Build.bsp"


Damn vvis.exe couldn't handle all the func_visclusters.
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Re: Compile process vrad.exe not finishing.

Postby ErikKiller on Sat Jun 14, 2014 10:11 am

Is it ALL the grid in Hammer or NEARLY all the grid? Because having stuff exactly on the edge is problematic.
Also, try using batch compiler instead of Hammer, VBCT is a good start.
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Re: Compile process vrad.exe not finishing.

Postby zombie@computer on Sat Jun 14, 2014 10:23 am

smashballs wrote:
Riomaki wrote:You're using power of 4 displacements, which could be a problem.

If your map is very big and open, some basic func_viscluster placement should significantly cut down on Normal vvis time. This is basically how Valve did the first level of Blood Harvest in Left 4 Dead: Make a large 2048x2048 brush that reaches from the bottom of the level to the top (it's alright if it goes beyond the geometry), apply the toolstrigger texture to it, and tie it to func_viscluster. Duplicate a grid of these to cover the open portions of your level, leaving about 128 distance between each viscluster. It will take a 45 minute vvis compile down to a minute.

(What these do is tell vvis to not do line-of-sight checks within the viscluster space when defining where portals are. When you're outside, with no obstructions, you can basically see everything, so this expensive check is unnecessary).

I tried what you told me but it ended up doing this:
Code: Select all
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\map_VMFs\gm_Forest_Build.vmf"

Valve Software - vbsp.exe (May 15 2014)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\map_VMFs\gm_Forest_Build.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\source sdk base 2013 singleplayer\ep2\gameinfo.txt
Patching WVT material: maps/gm_forest_build/nature/blendrockgrass004a_wvt_patch
Patching WVT material: maps/gm_forest_build/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\map_VMFs\gm_Forest_Build"

Valve Software - vvis.exe (May 15 2014)
8 threads
reading c:\program files (x86)\steam\steamapps\common\garrysmod\map_vmfs\gm_Forest_Build.bsp
reading c:\program files (x86)\steam\steamapps\common\garrysmod\map_vmfs\gm_Forest_Build.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\garrysmod\map_vmfs\gm_Forest_Build.prt


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vrad.exe"
** Parameters:  -game "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2" -noextra "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\map_VMFs\gm_Forest_Build"

Valve Software - vrad.exe SSE (May 15 2014)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\garrysmod\map_vmfs\gm_Forest_Build.bsp
Setting up ray-trace acceleration structure... Done (1.24 seconds)
11165 faces
51742772 square feet [7450958848.00 square inches]
92 Displacements
1308508 Square Feet [188425232.00 Square Inches]
11165 patches before subdivision
643563 patches after subdivision
17 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (86)
BuildVisLeafs:       0...1...2...3...
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\map_VMFs\gm_Forest_Build.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\gm_Forest_Build.bsp"


Damn vvis.exe couldn't handle all the func_visclusters.

its not vvis. vbsp doesnt even run.
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Re: Compile process vrad.exe not finishing.

Postby beach on Sat Jun 14, 2014 12:05 pm

If you give your VMF maybe i can take a look
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Re: Compile process vrad.exe not finishing.

Postby smashballs on Sat Jun 14, 2014 2:05 pm

zombie@computer wrote:
smashballs wrote:
Riomaki wrote:You're using power of 4 displacements, which could be a problem.

If your map is very big and open, some basic func_viscluster placement should significantly cut down on Normal vvis time. This is basically how Valve did the first level of Blood Harvest in Left 4 Dead: Make a large 2048x2048 brush that reaches from the bottom of the level to the top (it's alright if it goes beyond the geometry), apply the toolstrigger texture to it, and tie it to func_viscluster. Duplicate a grid of these to cover the open portions of your level, leaving about 128 distance between each viscluster. It will take a 45 minute vvis compile down to a minute.

(What these do is tell vvis to not do line-of-sight checks within the viscluster space when defining where portals are. When you're outside, with no obstructions, you can basically see everything, so this expensive check is unnecessary).

I tried what you told me but it ended up doing this:
Code: Select all
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\map_VMFs\gm_Forest_Build.vmf"

Valve Software - vbsp.exe (May 15 2014)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\map_VMFs\gm_Forest_Build.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\source sdk base 2013 singleplayer\ep2\gameinfo.txt
Patching WVT material: maps/gm_forest_build/nature/blendrockgrass004a_wvt_patch
Patching WVT material: maps/gm_forest_build/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\map_VMFs\gm_Forest_Build"

Valve Software - vvis.exe (May 15 2014)
8 threads
reading c:\program files (x86)\steam\steamapps\common\garrysmod\map_vmfs\gm_Forest_Build.bsp
reading c:\program files (x86)\steam\steamapps\common\garrysmod\map_vmfs\gm_Forest_Build.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\garrysmod\map_vmfs\gm_Forest_Build.prt


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vrad.exe"
** Parameters:  -game "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2" -noextra "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\map_VMFs\gm_Forest_Build"

Valve Software - vrad.exe SSE (May 15 2014)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\garrysmod\map_vmfs\gm_Forest_Build.bsp
Setting up ray-trace acceleration structure... Done (1.24 seconds)
11165 faces
51742772 square feet [7450958848.00 square inches]
92 Displacements
1308508 Square Feet [188425232.00 Square Inches]
11165 patches before subdivision
643563 patches after subdivision
17 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (86)
BuildVisLeafs:       0...1...2...3...
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\map_VMFs\gm_Forest_Build.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\gm_Forest_Build.bsp"


Damn vvis.exe couldn't handle all the func_visclusters.

its not vvis. vbsp doesnt even run.

yes, I know I meant the stupid vbsp...
smashballs
Member
Member
 
Joined: Wed May 29, 2013 2:39 am

Re: Compile process vrad.exe not finishing.

Postby smashballs on Sat Jun 14, 2014 3:14 pm

Riomaki wrote:You're using power of 4 displacements, which could be a problem.

If your map is very big and open, some basic func_viscluster placement should significantly cut down on Normal vvis time. This is basically how Valve did the first level of Blood Harvest in Left 4 Dead: Make a large 2048x2048 brush that reaches from the bottom of the level to the top (it's alright if it goes beyond the geometry), apply the toolstrigger texture to it, and tie it to func_viscluster. Duplicate a grid of these to cover the open portions of your level, leaving about 128 distance between each viscluster. It will take a 45 minute vvis compile down to a minute.

(What these do is tell vvis to not do line-of-sight checks within the viscluster space when defining where portals are. When you're outside, with no obstructions, you can basically see everything, so this expensive check is unnecessary).

Ok I got them to work right, your advice was amazing! That vvis only took about 2-3 minuets now! thank you so much! But the vrad still has troubles building the visleafs; however, it has helped the vrad make better progress on the visleafs.

Code: Select all
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\map_VMFs\gm_Forest_Build.vmf"

Valve Software - vbsp.exe (May 15 2014)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\map_VMFs\gm_Forest_Build.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\source sdk base 2013 singleplayer\ep2\gameinfo.txt
Patching WVT material: maps/gm_forest_build/nature/blendrockgrass004a_wvt_patch
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 (1)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\map_VMFs\gm_Forest_Build.prt...Building visibility clusters...
done (0)
material "skybox/officert" not found.
Can't load skybox file skybox/office to build the default cubemap!
Can't load skybox file skybox/office 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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (5323738 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
10
Compacting texture/material tables...
Reduced 671 texinfos to 112
Reduced 8 texdatas to 7 (222 bytes to 165)
Writing C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\map_VMFs\gm_Forest_Build.bsp
6 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\map_VMFs\gm_Forest_Build"

Valve Software - vvis.exe (May 15 2014)
8 threads
reading c:\program files (x86)\steam\steamapps\common\garrysmod\map_vmfs\gm_Forest_Build.bsp
reading c:\program files (x86)\steam\steamapps\common\garrysmod\map_vmfs\gm_Forest_Build.prt
 655 portalclusters
2293 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 (139)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 245366
Average clusters visible: 374
Building PAS...
Average clusters audible: 389
visdatasize:101242  compressed from 115280
writing c:\program files (x86)\steam\steamapps\common\garrysmod\map_vmfs\gm_Forest_Build.bsp
2 minutes, 19 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vrad.exe"
** Parameters:  -game "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2" -noextra "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\map_VMFs\gm_Forest_Build"

Valve Software - vrad.exe SSE (May 15 2014)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\garrysmod\map_vmfs\gm_Forest_Build.bsp
Setting up ray-trace acceleration structure... Done (1.26 seconds)
11110 faces
26886042 square feet [3871589888.00 square inches]
92 Displacements
1308508 Square Feet [188425232.00 Square Inches]
11110 patches before subdivision
642706 patches after subdivision
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (87)
BuildVisLeafs:       0...1...2...3...4...5
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\map_VMFs\gm_Forest_Build.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\gm_Forest_Build.bsp"


Is there anyway to help the vrad much further?
smashballs
Member
Member
 
Joined: Wed May 29, 2013 2:39 am

Re: Compile process vrad.exe not finishing.

Postby Riomaki on Sat Jun 14, 2014 6:50 pm

Yeah, the 2048 isn't a hard number. You want to use a size that works best for your situation. Obviously, if your map is stretching from one end to the other, you may want to go larger. It's more about the basic placement strategy. It took me a while to find a Valve example of outdoor viscluster usage, since they are removed on compile.
Riomaki
Regular
Regular
 
Joined: Sun Jul 14, 2013 12:28 am

Re: Compile process vrad.exe not finishing.

Postby smashballs on Sat Jun 14, 2014 11:35 pm

Riomaki wrote:Yeah, the 2048 isn't a hard number. You want to use a size that works best for your situation. Obviously, if your map is stretching from one end to the other, you may want to go larger. It's more about the basic placement strategy. It took me a while to find a Valve example of outdoor viscluster usage, since they are removed on compile.

Yeah I got that much, I have never build a map quiet like this before so some of these optimization techniques aren't in my list of ways to optimize speaking its not just hallways or a small/simple level (hammers intention) but everything stops at that vrad even if the level can now compile visleafs super fast.
smashballs
Member
Member
 
Joined: Wed May 29, 2013 2:39 am

Re: Compile process vrad.exe not finishing.

Postby smashballs on Mon Jun 16, 2014 8:52 pm

Big success!

Code: Select all
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\map_VMFs\gm_Forest_Build.vmf"

Valve Software - vbsp.exe (May 15 2014)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\map_VMFs\gm_Forest_Build.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\source sdk base 2013 singleplayer\ep2\gameinfo.txt
Patching WVT material: maps/gm_forest_build/nature/blendrockgrass004a_wvt_patch
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\map_VMFs\gm_Forest_Build.prt...Building visibility clusters...
done (0)
material "skybox/officert" not found.
Can't load skybox file skybox/office to build the default cubemap!
Can't load skybox file skybox/office 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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (5323738 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
10
Compacting texture/material tables...
Reduced 815 texinfos to 112
Reduced 8 texdatas to 7 (222 bytes to 165)
Writing C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\map_VMFs\gm_Forest_Build.bsp
3 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2" "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\map_VMFs\gm_Forest_Build"

Valve Software - vvis.exe (May 15 2014)
8 threads
reading c:\program files (x86)\steam\steamapps\common\garrysmod\map_vmfs\gm_Forest_Build.bsp
reading c:\program files (x86)\steam\steamapps\common\garrysmod\map_vmfs\gm_Forest_Build.prt
 650 portalclusters
2283 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 (142)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 243220
Average clusters visible: 374
Building PAS...
Average clusters audible: 389
visdatasize:101384  compressed from 114400
writing c:\program files (x86)\steam\steamapps\common\garrysmod\map_vmfs\gm_Forest_Build.bsp
2 minutes, 22 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vrad.exe"
** Parameters:  -game "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\ep2" -noextra "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\map_VMFs\gm_Forest_Build"

Valve Software - vrad.exe SSE (May 15 2014)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\garrysmod\map_vmfs\gm_Forest_Build.bsp
Setting up ray-trace acceleration structure... Done (1.24 seconds)
5990 faces
26886078 square feet [3871595264.00 square inches]
92 Displacements
1308508 Square Feet [188425232.00 Square Inches]
5990 patches before subdivision
187650 patches after subdivision
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (27)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (26)
transfers 34893043, max 4206
transfer lists: 266.2 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #1 added RGB(144767, 172365, 105616)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #2 added RGB(7172, 8185, 2247)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #3 added RGB(154, 183, 33)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #4 added RGB(8, 10, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #5 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.3553 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (8)
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 (76)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                   1/1024           48/49152    ( 0.1%)
brushes               1276/8192        15312/98304    (15.6%)
brushsides            7656/65536       61248/524288   (11.7%)
planes                 530/65536       10600/1310720  ( 0.8%)
vertexes              6869/65536       82428/786432   (10.5%)
nodes                 4279/65536      136928/2097152  ( 6.5%)
texinfos               112/12288        8064/884736   ( 0.9%)
texdata                  7/2048          224/65536    ( 0.3%)
dispinfos               92/0           16192/0        ( 0.0%)
disp_verts           26588/0          531760/0        ( 0.0%)
disp_tris            47104/0           94208/0        ( 0.0%)
disp_lmsamples     1074744/0         1074744/0        ( 0.0%)
faces                 5990/65536      335440/3670016  ( 9.1%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces              128/65536        7168/3670016  ( 0.2%)
leaves                4281/65536      136992/2097152  ( 6.5%)
leaffaces             6582/65536       13164/131072   (10.0%)
leafbrushes           2719/65536        5438/131072   ( 4.1%)
areas                    3/256            24/2048     ( 1.2%)
surfedges            24736/512000      98944/2048000  ( 4.8%)
edges                12911/256000      51644/1024000  ( 5.0%)
LDR worldlights          2/8192          176/720896   ( 0.0%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips             74/32768         740/327680   ( 0.2%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices          1164/65536        2328/131072   ( 1.8%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]     9793400/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]      101384/16777216 ( 0.6%)
entdata               [variable]      484083/393216   (123.1%) VERY FULL!
LDR ambient table     4281/65536       17124/262144   ( 6.5%)
HDR ambient table     4281/65536       17124/262144   ( 6.5%)
LDR leaf ambient     20757/65536      581196/1835008  (31.7%)
HDR leaf ambient      4281/65536      119868/1835008  ( 6.5%)
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]           1/250478   ( 0.0%)
pakfile               [variable]         685/0        ( 0.0%)
physics               [variable]     5323738/4194304  (126.9%) VERY FULL!
physics terrain       [variable]           0/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 12244
Writing c:\program files (x86)\steam\steamapps\common\garrysmod\map_vmfs\gm_Forest_Build.bsp
2 minutes, 22 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\GarrysMod\map_VMFs\gm_Forest_Build.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\gm_Forest_Build.bsp"


Not only was this successful but it was fast! The visclusters made the vvis.exe super speed and the vrad.exe did a full compile but even on fast, it actually went fast, so thank everyone so much for their help! I appreciate very much to everyone's contributions to the thread, if I need more help I know the place to go!

I fixed the issue by the light maps, I brought down all of my 16 scaled light maps to 30 and for the light maps that would have no real light cast on them got like 200-500 scale, and the visclusters made everything easy/fast so the compilation of everyone's help made the vrad have an easy breeze.

Thanks again for the help!
smashballs
Member
Member
 
Joined: Wed May 29, 2013 2:39 am

Re: (SOLVED)Compile process vrad.exe not finishing.

Postby smashballs on Mon Jun 16, 2014 11:31 pm

The map I was making is now released and live on GM workshop http://steamcommunity.com/sharedfiles/f ... earchtext=
smashballs
Member
Member
 
Joined: Wed May 29, 2013 2:39 am

Re: (SOLVED)Compile process vrad.exe not finishing.

Postby beach on Tue Jun 17, 2014 12:12 pm

About your map, it's very flat and unnatural. it's strange that your trees don't make shadow.
Image
beach
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Joined: Mon May 19, 2014 7:17 pm
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