hlrad crashes
Post Reply
Quote
Re: hlrad crashes
Posted by BlueSteel on Wed Dec 10th at 8:02pm 2003


hl.rad chrashes when i compile, here is the part where i guess the error is:

[Reading texlights from 'C:PROGRA~1VALVEH~1toolslights.rad']
[1 texlights parsed from 'C:PROGRA~1VALVEH~1toolslights.rad']

Warning: No vis information, direct lighting only.
5038 faces
Create Patches : 21218 base patches
0 opaque faces
167135 square feet [24067440.00 square inches]
197 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (27.25 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.13 seconds)
27.89 seconds elapsed

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

What exactly is wrong???

[addsig]




Quote
Re: hlrad crashes
Posted by Tracer Bullet on Wed Dec 10th at 8:52pm 2003


? posted by BlueSteel

hl.rad chrashes when i compile, here is the part where i guess the error is:

[Reading texlights from 'C:PROGRA~1VALVEH~1toolslights.rad']
[1 texlights parsed from 'C:PROGRA~1VALVEH~1toolslights.rad']

Warning: No vis information, direct lighting only.
5038 faces
Create Patches : 21218 base patches
0 opaque faces
167135 square feet [24067440.00 square inches]
197 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (27.25 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.13 seconds)
27.89 seconds elapsed

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

What exactly is wrong???

There is no problem with hlrad. the issue is with hlvis. there are two possibilities here.

a. you aren't running hlvis before hlrad

b. [edit] there is an error in your map which stops the compile prior to hlrad.

posting your whole log might help.

[addsig]




Quote
Re: hlrad crashes
Posted by Orpheus on Wed Dec 10th at 8:59pm 2003


you can get this message if ANY of the preceding compile steps were not preformed correctly, i suggest, reading further back, or posting the complete compile log for our scrutiny.

just because vis was not done, does not preclude an error further back..

[edit] actually tracer said the same thing, only differently, i didn't read it to the end.

[/edit]

[addsig]




Quote
Re: hlrad crashes
Posted by BlueSteel on Wed Dec 10th at 9:04pm 2003


better do that then


** Executing...
** Command: Change Directory
** Parameters: C:GamesHalf-Life


** Executing...
** Command: Copy File
** Parameters: "C:ProgrammerValve Hammer Editormapstrytrytry2.map" "C:GamesHalf-Lifecstrikemapstrytrytry2.map"


** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlcsg.exe
** Parameters: "C:GamesHalf-Lifecstrikemapstrytrytry2"

hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlcsg -----
Command line: C:PROGRA~1VALVEH~1toolshlcsg.exe C:GamesHalf-Lifecstrikemapstrytrytry2
Entering C:GamesHalf-Lifecstrikemapstrytrytry2.map

Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.66 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.22 seconds)

Using Wadfile: gameshalf-lifecstrikecs_office.wad
- Contains 1 used texture, 2.38 percent of map (102 textures in wad)
Using Wadfile: gameshalf-lifecstrikechateau.wad
- Contains 0 used textures, 0.00 percent of map (136 textures in wad)
Using Wadfile: gameshalf-lifecstrikecs_747.wad
- Contains 5 used textures, 11.90 percent of map (143 textures in wad)
Using Wadfile: gameshalf-lifecstrikecs_assault.wad
- Contains 0 used textures, 0.00 percent of map (22 textures in wad)
Using Wadfile: gameshalf-lifecstrikecs_havana.wad
- Contains 1 used texture, 2.38 percent of map (122 textures in wad)
Using Wadfile: gameshalf-lifecstrikede_vegas.wad
- Contains 2 used textures, 4.76 percent of map (101 textures in wad)
Using Wadfile: gameshalf-lifecstrikeitsitaly.wad
- Contains 4 used textures, 9.52 percent of map (99 textures in wad)
Using Wadfile: gameshalf-lifevalvehalflife.wad
- Contains 29 used textures, 69.05 percent of map (3116 textures in wad)

added 7 additional animating textures.
Texture usage is at 0.71 mb (of 4.00 mb MAX)
2.23 seconds elapsed

----- END hlcsg -----


** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlbsp.exe
** Parameters: "C:GamesHalf-Lifecstrikemapstrytrytry2"

hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlbsp -----
Command line: C:PROGRA~1VALVEH~1toolshlbsp.exe C:GamesHalf-Lifecstrikemapstrytrytry2

Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


BSP generation successful, writing portal file 'C:GamesHalf-Lifecstrikemapstrytrytry2.prt'
2.50 seconds elapsed

----- END hlbsp -----


** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlvis.exe
** Parameters: "C:GamesHalf-Lifecstrikemapstrytrytry2"

hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlvis -----
Command line: C:PROGRA~1VALVEH~1toolshlvis.exe C:GamesHalf-Lifecstrikemapstrytrytry2
1010 portalleafs
2970 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]


BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (5.41 seconds)
LeafThread:

** Executing...
** Command: C:PROGRA~1VALVEH~1toolshlrad.exe
** Parameters: "C:GamesHalf-Lifecstrikemapstrytrytry2"

hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (merlinis@bigpond.net.au)
----- BEGIN hlrad -----
Command line: C:PROGRA~1VALVEH~1toolshlrad.exe C:GamesHalf-Lifecstrikemapstrytrytry2

-= Current hlrad Settings =-
Name | Setting | Default
--------------------|---------------------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

vismatrix algorithm [ Original ] [ Original ]
oversampling (-extra)[ off ] [ off ]
bounces [ 1 ] [ 1 ]
ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light [ 255.000 ] [ 256.000 ]
circus mode [ off ] [ off ]

smoothing threshold [ 50.000 ] [ 50.000 ]
direct threshold [ 25.000 ] [ 25.000 ]
direct light scale [ 2.000 ] [ 2.000 ]
coring threshold [ 1.000 ] [ 1.000 ]
patch interpolation [ on ] [ on ]

texscale [ on ] [ on ]
patch subdividing [ on ] [ on ]
chop value [ 64.000 ] [ 64.000 ]
texchop value [ 32.000 ] [ 32.000 ]

global fade [ 1.000 ] [ 1.000 ]
global falloff [ 2 ] [ 2 ]
global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale [ 1.000 ] [ 1.000 ]
global sky diffusion [ 1.000 ] [ 1.000 ]

opaque entities [ on ] [ on ]
sky lighting fix [ on ] [ on ]
incremental [ off ] [ off ]
dump [ off ] [ off ]

colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
diffuse hack [ on ] [ on ]
spotlight points [ on ] [ on ]

custom shadows with bounce light
[ off ] [ off ]
rgb transfers [ off ] [ off ]


[Reading texlights from 'C:PROGRA~1VALVEH~1toolslights.rad']
[1 texlights parsed from 'C:PROGRA~1VALVEH~1toolslights.rad']

Warning: No vis information, direct lighting only.
5038 faces
Create Patches : 21218 base patches
0 opaque faces
167135 square feet [24067440.00 square inches]
196 direct lights

BuildFacelights:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (25.08 seconds)
FinalLightFace:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.11 seconds)
25.66 seconds elapsed

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





Quote
Re: hlrad crashes
Posted by Leperous on Wed Dec 10th at 9:08pm 2003


Um, VIS doesn't seem to finish, you're not stopping it are you..? It can takes hours to complete so don't think it's crashed, just leave it.





Quote
Re: hlrad crashes
Posted by Orpheus on Wed Dec 10th at 9:18pm 2003


uhh, how can tracers answer be blue already? he didn't solve the problem (no offence to tracer it was the only answer possible at this time)

in fact there was no answer at all :/

[addsig]




Quote
Re: hlrad crashes
Posted by BlueSteel on Wed Dec 10th at 9:20pm 2003


nope, I get a windows error that hl.rad isn't responding and need to be closed... [addsig]



Quote
Re: hlrad crashes
Posted by Tracer Bullet on Wed Dec 10th at 9:34pm 2003


Orph- no offense taken

? posted by Leperous

Um, VIS doesn't seem to finish, you're not stopping it are you..? It can takes hours to complete so don't think it's crashed, just leave it.

It does appear that vis is crashing or you are manualy stopping it.

I had a similar problem with a map once, except for me it was CSG. the program just stopped, with no error messages. the only way I could make it compile was to reduce the geometric complexity of the map, but I never found out why it crashed.

[addsig]




Quote
Re: hlrad crashes
Posted by BlueSteel on Wed Dec 10th at 9:56pm 2003


Reduce the geometric complexity of the map.. in plain english please i'm new in mapping you know... [addsig]



Quote
Re: hlrad crashes
Posted by Orpheus on Wed Dec 10th at 9:59pm 2003


? posted by BlueSteel
in plain english please

remove some fancy stuff...

[addsig]




Quote
Re: hlrad crashes
Posted by Tracer Bullet on Wed Dec 10th at 10:13pm 2003


? posted by BlueSteel
Reduce the geometric complexity of the map.. in plain english please i'm new in mapping you know...

Sorry, that was an aside anyway. I doubt the complexity of your map is at fault. I was simply illustrating a time when a compile tool inexplicably crashed on me, as may be happening to you, although you are experiencing it with a different tool (vis)>>

[addsig]




Quote
Re: hlrad crashes
Posted by Hornpipe2 on Wed Dec 10th at 11:35pm 2003


The compile tools will usually be reported to Windows as "not responding", since they eat lots of CPU time and memory and they don't report anything back ever. Don't close them unless you're absolutely sure that they've crashed.

[addsig]



Quote
Re: hlrad crashes
Posted by Orpheus on Wed Dec 10th at 11:39pm 2003


? posted by Hornpipe2

The compile tools will usually be reported to Windows as "not responding", since they eat lots of CPU time and memory and they don't report anything back ever. Don't close them unless you're absolutely sure that they've crashed.

adding "-estimate" to the steps will help assist you in determining this aspect.

[addsig]




Quote
Re: hlrad crashes
Posted by Gorbachev on Thu Dec 11th at 1:54am 2003


Or... DON'T COMPILE IN HAMMER. Use a frontend or batch. They respond and are much, much nicer in every freakin' way. [addsig]



Quote
Re: hlrad crashes
Posted by fishy on Thu Dec 11th at 8:26am 2003


? posted by BlueSteel

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

it looks like you've set your max_viewable_distance to 0, which probably lets vis work out how many portals there are, but doesn't allow it to work out which of them can be seen from any other. this could well be the reason there is no vis info for rad to work with. goto map>map properties, and if the max viewable distance is at 0, change it. i think the default should be 4096.





Quote
Re: hlrad crashes
Posted by BlueSteel on Thu Dec 11th at 3:43pm 2003


hmm, it is 4096... [addsig]



Quote
Re: hlrad crashes
Posted by Dr Brasso on Thu Dec 11th at 3:48pm 2003


im feeling very helpful today... feel free to send me yer rmf, id be glad to see if i can fix the problem.....youve peaked my curiosity....

Doc Brass...

[addsig]




Quote
Re: hlrad crashes
Posted by Gorbachev on Fri Dec 12th at 1:21am 2003


? posted by fishy
? posted by BlueSteel

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ off ] [ off ]
full vis [ off ] [ off ]

it looks like you've set your max_viewable_distance to 0, which probably lets vis work out how many portals there are, but doesn't allow it to work out which of them can be seen from any other. this could well be the reason there is no vis info for rad to work with. goto map>map properties, and if the max viewable distance is at 0, change it. i think the default should be 4096.

This isn't what you're thinking of. This is actually a compile tool reference to -maxdistance I believe. Which in theory truly cuts rendering off at the #ered distance *but* I for one haven't gotten it to work, and from what I know it's not numbered the same way as Hammer units. Also put the value in hammer at like 10,000-15,000 it really does have an effect and maps with cutoff just look lame. Having it lower DOESN'T LOWER R_SPEEDS so for continuities sake, just put it high enough that cutoff doesn't exist.

[addsig]




Quote
Re: hlrad crashes
Posted by mazemaster on Fri Dec 12th at 1:36am 2003


make sure that you are not using any custom virtual memory configs.






Post Reply