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Source engine - VRAD compiles 2 times

  • JohnSmith
  • June 28, 2008 at 11:27 PM
  • JohnSmith
    • June 28, 2008 at 11:27 PM
    • #1

    Hey there!

    So my problem is that Vrad (+HDR) compiles 2 times....and I also have to "buildcubemaps" 2 times..

    Anyone know what might be causing this ?

    My log just in case:

    Quote

    ** Executing...Valve Software - vbsp.exe (Dec 11 2006)

    2 threads

    materialPath: c:\program files\valve\steam\SteamApps\SourceMods\zombie_master\materials

    Loading C:\Documents and Settings\john\Mes documents\maps\b4tob5_15.vmf

    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)

    Chop Details...done (0)

    Find Visible Detail Sides...

    Merged 56 detail faces...done (0)

    Merging details...done (0)

    FixTjuncs...

    PruneNodes...

    WriteBSP...

    done (0)

    writing C:\Documents and Settings\john\Mes documents\maps\b4tob5_15.prt...done (0)

    *** Error: Skybox vtf files for skybox/bvelvet weren't compiled with the same size texture and/or same flags!

    Can't load skybox file skybox/bvelvet to build the default cubemap!

    No such variable "$hdrbasetexture" for material "skybox/bvelvetrt"

    Can't load skybox file skybox/bvelvet 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) (579217 bytes)

    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10

    Compacting texture/material tables...

    Reduced 3521 texinfos to 1672

    Reduced 395 texdatas to 312 (14846 bytes to 12212)

    Writing C:\Documents and Settings\john\Mes documents\maps\b4tob5_15.bsp

    6 seconds elapsed

    1.049162 -3.207047 0.000000

    -1.049033 -3.207047 0.000000

    -1.049033 3.206336 0.000000

    1.015345 -3.207047 0.000000

    make_triangles:calc_triangle_representation: Cannot convert

    ** Executing...

    Valve Software - vvis.exe (Nov 8 2007)

    fastvis = true

    2 threads

    reading c:\documents and settings\john\mes documents\maps\b4tob5_15.bsp

    reading c:\documents and settings\john\mes documents\maps\b4tob5_15.prt

    1064 portalclusters

    3506 numportals

    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)

    WARNING: Cluster portals saw into cluster

    WARNING: Cluster portals saw into cluster

    WARNING: Cluster portals saw into cluster

    WARNING: Cluster portals saw into cluster

    WARNING: Cluster portals saw into cluster

    WARNING: Cluster portals saw into cluster

    Optimized: 43704 visible clusters (0.00%)

    Total clusters visible: 362958

    Average clusters visible: 341

    Building PAS...

    Average clusters audible: 507

    visdatasize:151202 compressed from 289408

    writing c:\documents and settings\john\mes documents\maps\b4tob5_15.bsp

    1 second elapsed

    ** Executing...

    Valve Software - vrad.exe SSE (Nov 8 2007)

    ----- Radiosity Simulator ----

    2 threads

    [Reading texlights from 'lights.rad']

    [45 texlights parsed from 'lights.rad']

    Loading c:\documents and settings\john\mes documents\maps\b4tob5_15.bsp

    4203 faces

    488978 square feet [70412920.00 square inches]

    1 displacements

    34572 square feet [4978450.00 square inches]

    4203 patches before subdivision

    60547 patches after subdivision

    67 direct lights

    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (91)

    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (26)

    transfers 7196301, max 610

    transfer lists: 54.9 megs

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

    Bounce #1 added RGB(75064, 85063, 95544)

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)

    Bounce #2 added RGB(14130, 15821, 17040)

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

    Bounce #3 added RGB(3223, 3676, 3929)

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

    Bounce #4 added RGB(844, 985, 1044)

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)

    Bounce #5 added RGB(238, 284, 299)

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

    Bounce #6 added RGB(71, 86, 89)

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

    Bounce #7 added RGB(22, 27, 28)

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)

    Bounce #8 added RGB(7, 9, 9)

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

    Bounce #9 added RGB(2, 3, 3)

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

    Bounce #10 added RGB(1, 1, 1)

    Build Patch/Sample Hash Table(s).....Done<0.0272 sec>

    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)

    FinalLightFace Done

    2 of 6 (33% of) surface lights went in leaf ambient cubes.

    ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness

    ------------ --------------- --------------- --------

    models 83/1024 3984/49152 ( 8.1%)

    brushes 1602/8192 19224/98304 (19.6%)

    brushsides 10322/65536 82576/524288 (15.8%)

    planes 4822/65536 96440/1310720 ( 7.4%)

    vertexes 10269/65536 123228/786432 (15.7%)

    nodes 3162/65536 101184/2097152 ( 4.8%)

    texinfos 1672/12288 120384/884736 (13.6%)

    texdata 312/2048 9984/65536 (15.2%)

    dispinfos 1/0 176/0 ( 0.0%)

    disp_verts 81/0 1620/0 ( 0.0%)

    disp_tris 128/0 256/0 ( 0.0%)

    disp_lmsamples 4/0 4/0 ( 0.0%)

    faces 4203/65536 235368/3670016 ( 6.4%)

    hdr faces 0/65536 0/3670016 ( 0.0%)

    origfaces 3032/65536 169792/3670016 ( 4.6%)

    leaves 3246/65536 103872/2097152 ( 5.0%)

    leaffaces 5311/65536 10622/131072 ( 8.1%)

    leafbrushes 2665/65536 5330/131072 ( 4.1%)

    areas 3/256 24/2048 ( 1.2%)

    surfedges 31272/512000 125088/2048000 ( 6.1%)

    edges 19882/256000 79528/1024000 ( 7.8%)

    LDR worldlights 67/8192 5896/720896 ( 0.8%)

    HDR worldlights 0/8192 0/720896 ( 0.0%)

    waterstrips 293/32768 2930/327680 ( 0.9%)

    waterverts 0/65536 0/786432 ( 0.0%)

    waterindices 4794/65536 9588/131072 ( 7.3%)

    cubemapsamples 29/1024 464/16384 ( 2.8%)

    overlays 50/512 17600/180224 ( 9.8%)

    LDR lightdata [variable] 2955464/0 ( 0.0%)

    HDR lightdata [variable] 0/0 ( 0.0%)

    visdata [variable] 151202/16777216 ( 0.9%)

    entdata [variable] 175164/393216 (44.5%)

    LDR leaf ambient 3246/65536 77904/1572864 ( 5.0%)

    HDR leaf ambient 0/65536 0/1572864 ( 0.0%)

    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] 1/24206 ( 0.0%)

    pakfile [variable] 60344/0 ( 0.0%)

    Level flags = 0

    Win32 Specific Data:

    physics [variable] 579217/4194304 (13.8%)

    ==== Total Win32 BSP file data space used: 5324459 bytes ====

    Total triangle count: 10778

    Writing c:\documents and settings\john\mes documents\maps\b4tob5_15.bsp

    2 minutes, 2 seconds elapsed

    Valve Software - vrad.exe SSE (Nov 8 2007)

    ----- Radiosity Simulator ----

    2 threads

    [Reading texlights from 'lights.rad']

    [45 texlights parsed from 'lights.rad']

    Loading c:\documents and settings\john\mes documents\maps\b4tob5_15.bsp

    4203 faces

    488978 square feet [70412920.00 square inches]

    1 displacements

    34572 square feet [4978450.00 square inches]

    4203 patches before subdivision

    60547 patches after subdivision

    67 direct lights

    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (92)

    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (26)

    transfers 7196301, max 610

    transfer lists: 54.9 megs

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

    Bounce #1 added RGB(75064, 85063, 95544)

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

    Bounce #2 added RGB(14130, 15821, 17040)

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)

    Bounce #3 added RGB(3223, 3676, 3929)

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

    Bounce #4 added RGB(844, 985, 1044)

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)

    Bounce #5 added RGB(238, 284, 299)

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

    Bounce #6 added RGB(71, 86, 89)

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

    Bounce #7 added RGB(22, 27, 28)

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)

    Bounce #8 added RGB(7, 9, 9)

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

    Bounce #9 added RGB(2, 3, 3)

    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

    Bounce #10 added RGB(1, 1, 1)

    Build Patch/Sample Hash Table(s).....Done<0.0271 sec>

    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)

    FinalLightFace Done

    2 of 6 (33% of) surface lights went in leaf ambient cubes.

    ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness

    ------------ --------------- --------------- --------

    models 83/1024 3984/49152 ( 8.1%)

    brushes 1602/8192 19224/98304 (19.6%)

    brushsides 10322/65536 82576/524288 (15.8%)

    planes 4822/65536 96440/1310720 ( 7.4%)

    vertexes 10269/65536 123228/786432 (15.7%)

    nodes 3162/65536 101184/2097152 ( 4.8%)

    texinfos 1672/12288 120384/884736 (13.6%)

    texdata 312/2048 9984/65536 (15.2%)

    dispinfos 1/0 176/0 ( 0.0%)

    disp_verts 81/0 1620/0 ( 0.0%)

    disp_tris 128/0 256/0 ( 0.0%)

    disp_lmsamples 4/0 4/0 ( 0.0%)

    faces 4203/65536 235368/3670016 ( 6.4%)

    hdr faces 4203/65536 235368/3670016 ( 6.4%)

    origfaces 3032/65536 169792/3670016 ( 4.6%)

    leaves 3246/65536 103872/2097152 ( 5.0%)

    leaffaces 5311/65536 10622/131072 ( 8.1%)

    leafbrushes 2665/65536 5330/131072 ( 4.1%)

    areas 3/256 24/2048 ( 1.2%)

    surfedges 31272/512000 125088/2048000 ( 6.1%)

    edges 19882/256000 79528/1024000 ( 7.8%)

    LDR worldlights 67/8192 5896/720896 ( 0.8%)

    HDR worldlights 67/8192 5896/720896 ( 0.8%)

    waterstrips 293/32768 2930/327680 ( 0.9%)

    waterverts 0/65536 0/786432 ( 0.0%)

    waterindices 4794/65536 9588/131072 ( 7.3%)

    cubemapsamples 29/1024 464/16384 ( 2.8%)

    overlays 50/512 17600/180224 ( 9.8%)

    LDR lightdata [variable] 2955464/0 ( 0.0%)

    HDR lightdata [variable] 2955464/0 ( 0.0%)

    visdata [variable] 151202/16777216 ( 0.9%)

    entdata [variable] 175164/393216 (44.5%)

    LDR leaf ambient 3246/65536 77904/1572864 ( 5.0%)

    HDR leaf ambient 3246/65536 77904/1572864 ( 5.0%)

    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] 1/24206 ( 0.0%)

    pakfile [variable] 60344/0 ( 0.0%)

    Level flags = 0

    Win32 Specific Data:

    physics [variable] 579217/4194304 (13.8%)

    ==== Total Win32 BSP file data space used: 8599091 bytes ====

    Total triangle count: 10778

    2 minutes, 3 seconds elapsed

    ** Executing...

    ** Command: Copy File

    Display More
  • DvS
    • June 28, 2008 at 11:29 PM
    • #2

    Yeah, that's what HDR does. You have a LDR compile and a HDR compile.

    Untick HDR until you're ready to release.

  • JohnSmith
    • June 28, 2008 at 11:31 PM
    • #3

    haha so it's normal

    Ok thank you ^^

  • Pampers
    • June 29, 2008 at 12:53 AM
    • #4

    use -both to compile both HDR and LDR, -HDR for HDR only and if you dont use none of them it will only compile LDR lighting

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