Garry's Mod

Garry's Mod

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Moustache Matt :{D Jan 28, 2014 @ 10:52am
No shadows on map, compile crashes on VRAD.
I'm making a map, and it's the length of the space that is given, but overall is a very simple map. However, I'm running into an issue to where VRAD is crashing and the compiling quits there, so I don't get any shadows or light reflections of any kind. Please help. Here is my compile log:


================== VBSP ==================



materialPath: C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\norwalk.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\half-life 2\hl2\gameinfo.txt
Patching WVT material: maps/norwalk/nature/blendrocksand008d_wvt_patch
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 (2)
writing C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\norwalk.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/militia*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/militia*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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 (1) (1407368 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 651 texinfos to 447
Reduced 162 texdatas to 134 (6838 bytes to 5845)
Writing C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\norwalk.bsp
12 seconds elapsed

================== VVIS ==================




4 threads
reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\norwalk.bsp
reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\norwalk.prt
6709 portalclusters
16107 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 50887 visible clusters (0.11%)
Total clusters visible: 44770044
Average clusters visible: 6673
Building PAS...
Average clusters audible: 6709
visdatasize:11302239 compressed from 11271120
writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\norwalk.bsp
31 seconds elapsed

================== VRAD ==================




[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\norwalk.bsp
26262 faces
8 degenerate faces
7357285 square feet [1059449088.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
26254 patches before subdivision
453450 patches after subdivision
2 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7

I checked interloopers and it didn't find anything, and yes, I am running everything except HDR and I'm running it on fast.
Last edited by Moustache Matt :{D; Jan 28, 2014 @ 10:55am
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Moustache Matt :{D Jan 28, 2014 @ 10:56am 
I also am using VBCT to compile if that helps.
Pontifex Jan 28, 2014 @ 10:58am 
I have had a similar problem in CS:GO recently, not sure how I fixed it... Try changing lightmap scale on every face ( from default 16 to 64, for instance ) or creating a new map and copying parts of the current. Also check if the map compiles for any other game.
Moustache Matt :{D Jan 28, 2014 @ 11:05am 
I'm trying the first thing you said, we'll see what happens.
Jetfuel Jan 28, 2014 @ 11:24am 
have you tried turning it off then back on?
Moustache Matt :{D Jan 28, 2014 @ 11:35am 
Pontifex, the first Idea didn't work, and I've already tried 3 different games and I've had the same issue.
Moustache Matt :{D Jan 28, 2014 @ 11:36am 
And what do you mean by by turning it off, CrayNovice?
Moustache Matt :{D Jan 28, 2014 @ 11:38am 
You mean VRAD?
Moustache Matt :{D Jan 28, 2014 @ 5:14pm 
I didn't mean to sound mean, I just worded those sentences poorly.
ChrisG Jan 29, 2014 @ 8:05am 
Are you sure that the compile is crashed or did the log just stopped?

While compiling check out your mapfolder where you compile your maps for a .log file of your map, open it with notepad and remember the last numbers/points like 6...7..

Now close it and open it again after some seconds/minutes. Does it look different now? If so, your compile is still working. Just wait.

To avoid this you shouldn't make to big areas and you should make complexe brushwork into func_details.

On the other side, your compile says only 2 lights? Maybe the error is in the settings of these.

You can also try to create a batch file for your mapcompile if you know how.
Moustache Matt :{D Jan 29, 2014 @ 8:32am 
The compile crashes, yes, because when it finishes it states in red while everything else is green that VRAD crashed and that it didn't get a count for LDR or HDR. My compile is fine because it sucessfully updates itself when I check it in game. However, what do you mean by don't make areas too big? And by default, all of my brushes are func_details, so do you mean tie them to the entity func_detail?
Pontifex Jan 29, 2014 @ 9:18am 
Huh, that's a clue. Maybe not ALL of your brushes should be func_detail? You are getting a huge visleaf and probably some other bad things. Hope skybox is not a func_detail... World brushes should stay world brushes unless they are complex or may cause an unnecessary visleaf breaking.
[GER]The Freeman Killer Jan 29, 2014 @ 9:21am 
WTF
ChrisG Jan 29, 2014 @ 9:38am 
Originally posted by Pontifex:
Huh, that's a clue. Maybe not ALL of your brushes should be func_detail? You are getting a huge visleaf and probably some other bad things. Hope skybox is not a func_detail... World brushes should stay world brushes unless they are complex or may cause an unnecessary visleaf breaking.

But then he would have a LEAK and i can't see anything in his log (if he did not cut it out)

He could also have a very big func_detail. Bigger then the void itself so he can't see it and only vrad takes notice.

Happens to me once. Made a brush and then autosave came and a very short lag.
Result: Brush increased to VERY LARGE and i did not noticed.
Last edited by ChrisG; Jan 29, 2014 @ 9:39am
Pontifex Jan 29, 2014 @ 9:56am 
Originally posted by ๖ۜ©ђrĭs@GקOINT™:
He could also have a very big func_detail. Bigger then the void itself so he can't see it and only vrad takes notice.
In my case, anything out of the world limits was removed while reloading the map, if it did not happen here, might be the cause, unlikely though.

Originally posted by }: MOUSTACHE_MATT :{:
8 degenerate faces
This should be fixed, but I don't know if it has anything to do with the main problem.
I'm out of ideas as for now, if it is possible, letting us download your map would be helpful.
Last edited by Pontifex; Jan 29, 2014 @ 9:57am
ChrisG Jan 29, 2014 @ 9:59am 
Originally posted by Pontifex:
Originally posted by }: MOUSTACHE_MATT :{:
8 degenerate faces
This should be fixed, I don't know if it has anything to do with the main problem.
I'm out of ideas as for now, if it is possible, letting us download your map would be helpful.

That's normally not a big problem.

Also out of ideas...
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Date Posted: Jan 28, 2014 @ 10:52am
Posts: 30