Plat Posted July 15, 2016 Report Posted July 15, 2016 I was working on de_saluzzo, and I compiled it. When I went to test out my compiled map, this happened. I never had any issues previously with my compile. I need help because I have no clue whats causing this, as this is a first time error. Quote
TooProForYahoo Posted July 15, 2016 Report Posted July 15, 2016 do you have any lights in your map? Quote
Plat Posted July 15, 2016 Author Report Posted July 15, 2016 1 minute ago, TooProForYahoo said: do you have any lights in your map? Theres 2 lights, and 1 light_environment. Quote
TooProForYahoo Posted July 15, 2016 Report Posted July 15, 2016 try changing the light entity's quadratic property to 0 and recompile. I had a similar error except my shadows were blue and it fixed it. Quote
Plat Posted July 15, 2016 Author Report Posted July 15, 2016 3 minutes ago, TooProForYahoo said: try changing the light entity's quadratic property to 0 and recompile. I had a similar error except my shadows were blue and it fixed it. Just did what you suggested. Didn't fix it, it still looks exactly the same Quote
122jimbo Posted July 15, 2016 Report Posted July 15, 2016 Any Light Entity that has a name will cause this remove the name from the "light". Quote
TooProForYahoo Posted July 15, 2016 Report Posted July 15, 2016 More than likely you have a leak, see if you do and fix it https://developer.valvesoftware.com/wiki/Leak Quote
Plat Posted July 15, 2016 Author Report Posted July 15, 2016 1 minute ago, 122jimbo said: Any Light Entity that has a name will cause this remove the name from the "light". There aren't any names on any of my light entities. 1 minute ago, TooProForYahoo said: More than likely you have a leak, see if you do and fix it https://developer.valvesoftware.com/wiki/Leak No leaks either. The map is in it's very early stages so it's surrounded by a hollow skybox block. Quote
122jimbo Posted July 15, 2016 Report Posted July 15, 2016 Try deleting and re adding the lights. Also make sure you are compiling in Full Compile (LDR Only). You also need this in your $lights_exe : copy and paste this into your $lights_exe in fast mode: -StaticPropLighting -StaticPropSampleScale 0.25 -bounce 2 -noextra -game $gamedir $path\$file Quote
Plat Posted July 15, 2016 Author Report Posted July 15, 2016 (edited) 8 minutes ago, 122jimbo said: Try deleting and re adding the lights. Also make sure you are compiling in Full Compile (LDR Only). You also need this in your $lights_exe : copy and paste this into your $lights_exe in fast mode: -StaticPropLighting -StaticPropSampleScale 0.25 -bounce 2 -noextra -game $gamedir $path\$file Did as you said and now my vrad keeps crashing. Here's what my compile screen shows after crashing: Spoiler 4 threads CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_ butterfly/knife_butterfly.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_ bayonet/knife_bayonet.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_ ct/knife_ct.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_ flip/knife_flip.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_ gut/knife_gut.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_ karam/karam.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_ m9_bay/knife_m9_bay.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_ t/knife_t.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_ tactical/knife_tactical.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/mach_m 249para/m249.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/mach_n egev/mach_negev.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_2 23/pist_223.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_c z_75/pist_cz_75.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_d eagle/pist_deagle.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_e lite/m9a1.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_f iveseven/fiveseven.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_g lock18/pist_glock18.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_h kp2000/pist_hkp2000.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_p 250/p250.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_t ec9/pist_tec9.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_ak 47/ak47.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_au g/rif_aug.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_fa mas/rif_famas.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_ga lilar/rif_galilar.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_m4 a1/rif_m4a1.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_m4 a1_s/rif_m4a1_s.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/rif_sg 556/rif_sg556.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_m ag7/shot_mag7.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_n ova/shot_nova.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_s awedoff/shot_sawedoff_01.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/shot_x m1014/shot_xm1014.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_bi zon/bizon.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_ma c10/smg_mac10_1.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mp 7/smg_mp7.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_mp 9/smg_mp9.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_p9 0/smg_p90.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/smg_um p45/smg_ump45.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_a wp/awp.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_g 3sg1/snip_g3sg1.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_s car20/snip_scar20.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_s sg08/snip_ssg08.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/snip_s sg08/snip_ssg08_scope.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/pist_r evolver/pist_revolver.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_ falchion_advanced/knife_falchion_advanced.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_ push/knife_push.vmt. CustomMaterialManager: Cached KeyValues materials/models/weapons/v_models/knife_ survival_bowie/knife_survival_bowie.vmt. materialPath: D:\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\mat erials Loading d:\steam\steamapps\common\counter-strike global offensive\sdk_content\ma ps\de_saluzzo_a3.vmf Map revision 63 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) Chop Details...done (0) Find Visible Detail Sides... Merged 108 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing d:\steam\steamapps\common\counter-strike global offensive\sdk_content\ma ps\de_saluzzo_a3.prt...Building visibility clusters... done (0) 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) (146385 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 614 texinfos to 534 Reduced 16 texdatas to 16 (363 bytes to 363) Writing d:\steam\steamapps\common\counter-strike global offensive\sdk_content\ma ps\de_saluzzo_a3.bsp 1 second elapsed CDynamicFunction: Closing library 'Kernel32.dll' (750F0000) ------------------------------------------------------------------------------- Running command: cd "D:\Steam\steamapps\common\Counter-Strike Global Offensive\b in" ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Running command: "D:\Steam\steamapps\common\Counter-Strike Global Offensive\bin\ vvis.exe" -fast -game "D:\Steam\steamapps\common\Counter-Strike Global Offensive \csgo" "d:\steam\steamapps\common\counter-strike global offensive\sdk_content\ma ps\de_saluzzo_a3" ------------------------------------------------------------------------------- CDynamicFunction: Loading library 'Kernel32.dll' (750F0000) CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 7733BE6 0 Valve Software - vvis.exe (Jun 28 2016) fastvis = true 4 threads reading d:\steam\steamapps\common\counter-strike global offensive\sdk_content\ma ps\de_saluzzo_a3.bsp reading d:\steam\steamapps\common\counter-strike global offensive\sdk_content\ma ps\de_saluzzo_a3.prt 640 portalclusters 1827 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) Optimized: 22008 visible clusters (0.00%) Total clusters visible: 308604 Average clusters visible: 482 Building PAS... Average clusters audible: 640 visdatasize:107664 compressed from 102400 writing d:\steam\steamapps\common\counter-strike global offensive\sdk_content\ma ps\de_saluzzo_a3.bsp 0 seconds elapsed CDynamicFunction: Closing library 'Kernel32.dll' (750F0000) ------------------------------------------------------------------------------- Running command: cd "D:\Steam\steamapps\common\Counter-Strike Global Offensive\b in" ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Running command: "D:\Steam\steamapps\common\Counter-Strike Global Offensive\bin\ vrad.exe" StaticPropLighting -StaticPropSampleScale 0.25 -bounce 2 -noextra -gam e "D:\Steam\steamapps\common\Counter-Strike Global Offensive\csgo" "d:\steam\ste amapps\common\counter-strike global offensive\sdk_content\maps\de_saluzzo_a3" ------------------------------------------------------------------------------- CDynamicFunction: Loading library 'Kernel32.dll' (750F0000) CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 7733BE6 0 Valve Software - vrad.exe SSE (Jun 28 2016) Valve Radiosity Simulator Command line: "D:\Steam\steamapps\common\Counter-Strike Global Offensive\bin\vra d.exe" "StaticPropLighting" "-StaticPropSampleScale" "0.25" "-bounce" "2" "-noex tra" "-game" "D:\Steam\steamapps\common\Counter-Strike Global Offensive\csgo" "d :\steam\steamapps\common\counter-strike global offensive\sdk_content\maps\de_sal uzzo_a3" usage : vrad [options...] bspfile example: vrad c:\hl2\hl2\maps\test Common options: -v (or -verbose): Turn on verbose output (also shows more command -bounce # : Set max number of bounces (default: 100). -fast : Quick and dirty lighting. -fastambient : Per-leaf ambient sampling is lower quality to save compute t ime. -final : High quality processing. equivalent to -extrasky 16. -finitefalloff : use an alternative falloff model that falls off to exactly z ero at the zero_percent_distance. -extrasky n : trace N times as many rays for indirect light and sky ambien t. -low : Run as an idle-priority process. -mpi : Use VMPI to distribute computations. -rederror : Show errors in red. -vproject <directory> : Override the VPROJECT environment variable. -game <directory> : Same as -vproject. Other options: -novconfig : Don't bring up graphical UI on vproject errors. -dump : Write debugging .txt files. -dumpnormals : Write normals to debug files. -dumptrace : Write ray-tracing environment to debug files. -threads : Control the number of threads vbsp uses (defaults to the # or processors on your machine). -lights <file> : Load a lights file in addition to lights.rad and the level lights file. -noextra : Disable supersampling. -debugextra : Places debugging data in lightmaps to visualize supersampling. -smooth # : Set the threshold for smoothing groups, in degrees (default 45). -dlightmap : Force direct lighting into different lightmap than radiosity. -stoponexit : Wait for a keypress on exit. -mpi_pw <pw> : Use a password to choose a specific set of VMPI workers. -nodetaillight : Don't light detail props. -centersamples : Move sample centers. -luxeldensity # : Rescale all luxels by the specified amount (default: 1.0). The number specified must be less than 1.0 or it will be ignored. -loghash : Log the sample hash table to samplehash.txt. -onlydetail : Only light detail props and per-leaf lighting. -maxdispsamplesize #: Set max displacement sample size (default: 512). -softsun <n> : Treat the sun as an area light source of size <n> degrees. Produces soft shadows. Recommended values are between 0 and 5. Default is 0. -FullMinidumps : Write large minidumps on crash. -chop : Smallest number of luxel widths for a bounce patch, used on edges -maxchop : Coarsest allowed number of luxel widths for a patch, used in f ace interiors -LargeDispSampleRadius: This can be used if there are splotches of bounced light on terrain. The compile will take longer, but it will gather light across a wider area. -StaticPropLighting : generate baked static prop vertex lighting -StaticPropLightingFinal : generate baked static prop vertex lighting (uses higher/final quality processing) -StaticPropPolys : Perform shadow tests of static props at polygon precision -OnlyStaticProps : Only perform direct static prop lighting (vrad debug opti on) -StaticPropNormals : when lighting static props, just show their normal vector -textureshadows : Allows texture alpha channels to block light - rays intersec ting alpha surfaces will sample the texture -noskyboxrecurse : Turn off recursion into 3d skybox (skybox shadows on world) -nossprops : Globally disable self-shadowing on static propFinished. Pres s a key to close. Nevermind, I fixed the crashing issue, got it to recompile and the issue is still there. I'm so lost. Edited July 15, 2016 by Plat Quote
Plat Posted July 15, 2016 Author Report Posted July 15, 2016 Just did a full "final" compile to see if it was just my fast settings; spoiler, it wasn't. Compiling in 'final' just made it worse. Now my whole fucking map is black! Seriously about to give up. Quote
TooProForYahoo Posted July 16, 2016 Report Posted July 16, 2016 try putting it in a different vmf (create a new one and paste it in). Try using valves prebuilt lighting from dust2. Plat 1 Quote
Plat Posted July 16, 2016 Author Report Posted July 16, 2016 1 hour ago, TooProForYahoo said: try putting it in a different vmf (create a new one and paste it in). Try using valves prebuilt lighting from dust2. This appears to have worked! Thank you so much. I copy-pasted everything into a different vmf, removed all light entities except for the light enivornment, and it worked! No issues, guess it was just a one time thing??? I hope i don't run into this again lol. TooProForYahoo 1 Quote
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