hlrad crashes

hlrad crashes

Re: hlrad crashes Posted by BlueSteel on Wed Dec 10th 2003 at 8:02pm
BlueSteel
9 posts
Posted 2003-12-10 8:02pm
9 posts 1 snarkmarks Registered: Aug 30th 2003 Occupation: Very busy Alien Location: Outer Space
hl.rad chrashes when i compile, here is the part where i guess the error is:

[Reading texlights from 'C:\PROGRA~1\VALVEH~1\tools\lights.rad']
[1 texlights parsed from 'C:\PROGRA~1\VALVEH~1\tools\lights.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???
Re: hlrad crashes Posted by Tracer Bullet on Wed Dec 10th 2003 at 8:52pm
Tracer Bullet
2271 posts
Posted 2003-12-10 8:52pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
BlueSteel said:
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.
Re: hlrad crashes Posted by Orpheus on Wed Dec 10th 2003 at 8:59pm
Orpheus
13860 posts
Posted 2003-12-10 8:59pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
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]
Re: hlrad crashes Posted by BlueSteel on Wed Dec 10th 2003 at 9:04pm
BlueSteel
9 posts
Posted 2003-12-10 9:04pm
9 posts 1 snarkmarks Registered: Aug 30th 2003 Occupation: Very busy Alien Location: Outer Space
better do that then :rolleyes:

** Executing...
** Command: Change Directory
** Parameters: C:\Games\Half-Life

** Executing...
** Command: Copy File
** Parameters: "C:\Programmer\Valve Hammer Editor\maps\trytrytry2.map" "C:\Games\Half-Life\cstrike\maps\trytrytry2.map"

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\hlcsg.exe
** Parameters: "C:\Games\Half-Life\cstrike\maps\trytrytry2"

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~1\VALVEH~1\tools\hlcsg.exe C:\Games\Half-Life\cstrike\maps\trytrytry2
Entering C:\Games\Half-Life\cstrike\maps\trytrytry2.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: \games\half-life\cstrike\cs_office.wad
- Contains 1 used texture, 2.38 percent of map (102 textures in wad)
Using Wadfile: \games\half-life\cstrike\chateau.wad
- Contains 0 used textures, 0.00 percent of map (136 textures in wad)
Using Wadfile: \games\half-life\cstrike\cs_747.wad
- Contains 5 used textures, 11.90 percent of map (143 textures in wad)
Using Wadfile: \games\half-life\cstrike\cs_assault.wad
- Contains 0 used textures, 0.00 percent of map (22 textures in wad)
Using Wadfile: \games\half-life\cstrike\cs_havana.wad
- Contains 1 used texture, 2.38 percent of map (122 textures in wad)
Using Wadfile: \games\half-life\cstrike\de_vegas.wad
- Contains 2 used textures, 4.76 percent of map (101 textures in wad)
Using Wadfile: \games\half-life\cstrike\itsitaly.wad
- Contains 4 used textures, 9.52 percent of map (99 textures in wad)
Using Wadfile: \games\half-life\valve\halflife.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~1\VALVEH~1\tools\hlbsp.exe
** Parameters: "C:\Games\Half-Life\cstrike\maps\trytrytry2"

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~1\VALVEH~1\tools\hlbsp.exe C:\Games\Half-Life\cstrike\maps\trytrytry2

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:\Games\Half-Life\cstrike\maps\trytrytry2.prt'
2.50 seconds elapsed

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

** Executing...
** Command: C:\PROGRA~1\VALVEH~1\tools\hlvis.exe
** Parameters: "C:\Games\Half-Life\cstrike\maps\trytrytry2"

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~1\VALVEH~1\tools\hlvis.exe C:\Games\Half-Life\cstrike\maps\trytrytry2
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~1\VALVEH~1\tools\hlrad.exe
** Parameters: "C:\Games\Half-Life\cstrike\maps\trytrytry2"

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~1\VALVEH~1\tools\hlrad.exe C:\Games\Half-Life\cstrike\maps\trytrytry2

-= 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~1\VALVEH~1\tools\lights.rad']
[1 texlights parsed from 'C:\PROGRA~1\VALVEH~1\tools\lights.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 -----
Re: hlrad crashes Posted by Leperous on Wed Dec 10th 2003 at 9:08pm
Leperous
3382 posts
Posted 2003-12-10 9:08pm
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
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.
Re: hlrad crashes Posted by Orpheus on Wed Dec 10th 2003 at 9:18pm
Orpheus
13860 posts
Posted 2003-12-10 9:18pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
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 :/
Re: hlrad crashes Posted by BlueSteel on Wed Dec 10th 2003 at 9:20pm
BlueSteel
9 posts
Posted 2003-12-10 9:20pm
9 posts 1 snarkmarks Registered: Aug 30th 2003 Occupation: Very busy Alien Location: Outer Space
nope, I get a windows error that hl.rad isn't responding and need to be closed...
Re: hlrad crashes Posted by Tracer Bullet on Wed Dec 10th 2003 at 9:34pm
Tracer Bullet
2271 posts
Posted 2003-12-10 9:34pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Orph- no offense taken :smile:
Leperous said:
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.
Re: hlrad crashes Posted by BlueSteel on Wed Dec 10th 2003 at 9:56pm
BlueSteel
9 posts
Posted 2003-12-10 9:56pm
9 posts 1 snarkmarks Registered: Aug 30th 2003 Occupation: Very busy Alien Location: Outer Space
Reduce the geometric complexity of the map.. in plain english please :smile: i'm new in mapping you know... :dorky:
Re: hlrad crashes Posted by Orpheus on Wed Dec 10th 2003 at 9:59pm
Orpheus
13860 posts
Posted 2003-12-10 9:59pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
BlueSteel said:
in plain english please
remove some fancy stuff...
Re: hlrad crashes Posted by Tracer Bullet on Wed Dec 10th 2003 at 10:13pm
Tracer Bullet
2271 posts
Posted 2003-12-10 10:13pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
BlueSteel said:
Reduce the geometric complexity of the map.. in plain english please :smile: i'm new in mapping you know... :dorky:
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)<?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:office:office" /><o:p></o:p>
Re: hlrad crashes Posted by Hornpipe2 on Wed Dec 10th 2003 at 11:35pm
Hornpipe2
636 posts
Posted 2003-12-10 11:35pm
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
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.
Re: hlrad crashes Posted by Orpheus on Wed Dec 10th 2003 at 11:39pm
Orpheus
13860 posts
Posted 2003-12-10 11:39pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Hornpipe2 said:
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. :smile:
Re: hlrad crashes Posted by Gorbachev on Thu Dec 11th 2003 at 1:54am
Gorbachev
1569 posts
Posted 2003-12-11 1:54am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
Or... DON'T COMPILE IN HAMMER. Use a frontend or batch. They respond and are much, much nicer in every freakin' way.
Re: hlrad crashes Posted by fishy on Thu Dec 11th 2003 at 8:26am
fishy
2623 posts
Posted 2003-12-11 8:26am
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
BlueSteel said:
-= 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.
Re: hlrad crashes Posted by BlueSteel on Thu Dec 11th 2003 at 3:43pm
BlueSteel
9 posts
Posted 2003-12-11 3:43pm
9 posts 1 snarkmarks Registered: Aug 30th 2003 Occupation: Very busy Alien Location: Outer Space
hmm, it is 4096...
Re: hlrad crashes Posted by Dr Brasso on Thu Dec 11th 2003 at 3:48pm
Dr Brasso
1878 posts
Posted 2003-12-11 3:48pm
1878 posts 198 snarkmarks Registered: Aug 30th 2003 Occupation: cad drafter Location: Omaha,NE
im feeling very helpful today... :heee: feel free to send me yer rmf, id be glad to see if i can fix the problem.....youve peaked my curiosity.... :wink:

Doc Brass... :dodgy:
Re: hlrad crashes Posted by Gorbachev on Fri Dec 12th 2003 at 1:21am
Gorbachev
1569 posts
Posted 2003-12-12 1:21am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
fishy said:
BlueSteel said:
-= 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.
Re: hlrad crashes Posted by mazemaster on Fri Dec 12th 2003 at 1:36am
mazemaster
890 posts
Posted 2003-12-12 1:36am
890 posts 438 snarkmarks Registered: Feb 12th 2002
make sure that you are not using any custom virtual memory configs.