VVIS Crash... again :(

Ok this thing has been compiling for like 11 days… and then today I come home to find that it’s crashed. I tried to color text as it appeared in VBCT. I did a ‘final’ compile. I selected ldr and hdr in vrad options.

[code]Compile Start Time: Monday, January 25, 2010, 5:04:57 PM

[COLOR=‘Cyan’]-------------- Start Compile BSP ----------------
VBSP Started, Please Wait!

[COLOR=‘RoyalBlue’]VBSP: c:\program files\steam\steamapps\driecke\sourcesdk\bin\orangebox\bin\vbsp.exe -game “c:\program files\steam\steamapps\driecke\day of defeat source\dod” “C:\Program Files\Steam\steamapps\driecke\sourcesdk_content\dod\mapsrc\dod_citysplit_b_0_1_3_test”[/SIZE]

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files\steam\steamapps\driecke\day of defeat source\dod\materials
Loading C:\Program Files\Steam\steamapps\driecke\sourcesdk_content\dod\mapsrc\dod_citysplit_b_0_1_3_test.vmf
Can’t find surfaceprop wet for material STONE/BLENDCOBBLEDIRT002A, using default
Patching WVT material: maps/dod_citysplit_b_0_1_3_test/stone/blendcobblegrass002a_wvt_patch
Patching WVT material: maps/dod_citysplit_b_0_1_3_test/nature/blendcobbledirt001_wvt_patch
Patching WVT material: maps/dod_citysplit_b_0_1_3_test/stone/blendcobbledirt001a_argentan_wvt_patch
Patching WVT material: maps/dod_citysplit_b_0_1_3_test/nature/anzio_grass_blend_wvt_patch
Patching WVT material: maps/dod_citysplit_b_0_1_3_test/ground/flash_ground_blend_wvt_patch
Patching WVT material: maps/dod_citysplit_b_0_1_3_test/nature/argentan_blendrubbledirt_wvt_patch
Patching WVT material: maps/dod_citysplit_b_0_1_3_test/stone/blendstonedirt001a_wvt_patch
Patching WVT material: maps/dod_citysplit_b_0_1_3_test/stone/blendcobbledirt002a_wvt_patch
Patching WVT material: maps/dod_citysplit_b_0_1_3_test/rubble/blend_donner_rubble1_dirtfloor013a_wvt_patch
fixing up env_cubemap materials on brush sides…
env_cubemap pointing at deleted brushside near (-14, -628, 142)
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 2626 detail faces…done (1)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (1)
writing C:\Program Files\Steam\steamapps\driecke\sourcesdk_content\dod\mapsrc\dod_citysplit_b_0_1_3_test.prt…Building visibility clusters…
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_dod_01_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_dod_01_hdr*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors…
Found a displacement edge abutting multiple other edges.
Warning: overflowed 4 displacement corner-neighbor lists.Finding lightmap sample positions…
Displacement Alpha : 0…1…2…3…4…5…6…7…8…9…10
Building Physics collision data…
done (1) (887400 bytes)
Error! prop_static using model “models/props_c17/furnitureradiator001a.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_c17/furnitureradiator001a.mdl”!
Placing detail props : 0…1…2…3…4…5…6…7…8…9…Error! detail_prop using model “models/props_crates/woodbarrel001.mdl”, which must be used on a dynamic entity (i.e. prop_physics). Deleted.
Error loading studio model “models/props_crates/woodbarrel001.mdl”!
10
Compacting texture/material tables…
Reduced 7137 texinfos to 3500
Reduced 196 texdatas to 178 (5227 bytes to 4468)
Writing C:\Program Files\Steam\steamapps\driecke\sourcesdk_content\dod\mapsrc\dod_citysplit_b_0_1_3_test.bsp
12 seconds elapsed
-31.891510 19.023012 0.000000
-31.935961 17.678400 0.000000
-31.891510 17.800638 0.000000
-31.891510 19.511963 0.000000
make_triangles:calc_triangle_representation: Cannot convert
-25.719643 63.195198 0.000000
-25.719643 62.839600 0.000000
-26.201082 61.772800 0.000000
-25.719643 61.772800 0.000000
make_triangles:calc_triangle_representation: Cannot convert
-41.071800 59.131062 0.000000
-40.005001 59.131062 0.000000
-41.427399 59.131062 0.000000
-41.427399 58.662243 0.000000
make_triangles:calc_triangle_representation: Cannot convert
-41.071800 59.131062 0.000000
-40.005001 59.131062 0.000000
-41.427399 59.131062 0.000000
-41.427399 58.662243 0.000000
make_triangles:calc_triangle_representation: Cannot convert

Compile Complete for this module.
VBSP Completed: Monday, January 25, 2010, 5:05:10 PM
[COLOR=‘Yellow’]VBSP: Error loading studio model “models/props_c17/furnitureradiator001a.mdl”!
VBSP: Error loading studio model “models/props_crates/woodbarrel001.mdl”![/SIZE]
[COLOR=‘Lime’]VBSP: Compile time: 12 seconds elapsed

[COLOR=‘Cyan’]-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!

[COLOR=’#4169e1’]VVIS: c:\program files\steam\steamapps\driecke\sourcesdk\bin\orangebox\bin\vvis.exe -game “c:\program files\steam\steamapps\driecke\day of defeat source\dod” “C:\Program Files\Steam\steamapps\driecke\sourcesdk_content\dod\mapsrc\dod_citysplit_b_0_1_3_test”[/SIZE]

Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\program files\steam\steamapps\driecke\sourcesdk_content\dod\mapsrc\dod_citysplit_b_0_1_3_test.bsp
reading c:\program files\steam\steamapps\driecke\sourcesdk_content\dod\mapsrc\dod_citysplit_b_0_1_3_test.prt
1202 portalclusters
5224 numportals
BasePortalVis: 0…1…2…3…4…5…6…7…8…9…10 (5)
PortalFlow: 0…1…2…3…4…5…6…7…8…9…10 (919268)
Optimized: 10727 visible clusters (0.00%)
Total clusters visible: 1067821
Average clusters visible: 888
Building PAS…
Average clusters audible: 1199
visdatasize:369726 compressed from 365408
writing c:\program files\steam\steamapps\driecke\sourcesdk_content\dod\mapsrc\dod_citysplit_b_0_1_3_test.bsp
Error opening c:\program files\steam\steamapps\driecke\sourcesdk_content\dod\mapsrc\dod_citysplit_b_0_1_3_test.bsp! (Check for write enable)

Compile Complete for this module.
VVIS Completed: Friday, February 05, 2010, 9:03:05 AM

[COLOR=‘Cyan’]-------------- Start Compile VRAD ----------------
VRAD Started, Please Wait!

[COLOR=‘RoyalBlue’]VRAD: c:\program files\steam\steamapps\driecke\sourcesdk\bin\orangebox\bin\vrad.exe -final -both -game “c:\program files\steam\steamapps\driecke\day of defeat source\dod” “C:\Program Files\Steam\steamapps\driecke\sourcesdk_content\dod\mapsrc\dod_citysplit_b_0_1_3_test”[/SIZE]

Valve Software - vrad.exe SSE (May 19 2009)

  Valve Radiosity Simulator     

2 threads
[Reading texlights from ‘lights.rad’]
[39 texlights parsed from ‘lights.rad’]

Loading c:\program files\steam\steamapps\driecke\sourcesdk_content\dod\mapsrc\dod_citysplit_b_0_1_3_test.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure… Done (13.80 seconds)
9405 faces
37 degenerate faces
1659226 square feet [238928544.00 square inches]
370 Displacements
273897 Square Feet [39441216.00 Square Inches]
sun extent from map=0.087156
78 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (720)
Build Patch/Sample Hash Table(s)…Done<1.7263 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (14)
FinalLightFace Done
Computing detail prop lighting : 0…1…2…3…4…5…6…7…8…9…10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0…1…2…3…4…5…6…7…8…9…10 (39)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 17/1024 816/49152 ( 1.7%)
brushes 2546/8192 30552/98304 (31.1%)
brushsides 20115/65536 160920/524288 (30.7%)
planes 14328/65536 286560/1310720 (21.9%)
vertexes 18465/65536 221580/786432 (28.2%)
nodes 2091/65536 66912/2097152 ( 3.2%)
texinfos 3500/12288 252000/884736 (28.5%)
texdata 178/2048 5696/65536 ( 8.7%)
dispinfos 370/0 65120/0 ( 0.0%)
disp_verts 36210/0 724200/0 ( 0.0%)
disp_tris 59456/0 118912/0 ( 0.0%)
disp_lmsamples 583470/0 583470/0 ( 0.0%)
faces 9405/65536 526680/3670016 (14.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 7679/65536 430024/3670016 (11.7%)
leaves 2109/65536 67488/2097152 ( 3.2%)
leaffaces 15465/65536 30930/131072 (23.6%)
leafbrushes 6552/65536 13104/131072 (10.0%)
areas 3/256 24/2048 ( 1.2%)
surfedges 78125/512000 312500/2048000 (15.3%)
edges 50450/256000 201800/1024000 (19.7%)
LDR worldlights 78/8192 6864/720896 ( 1.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 1449/32768 14490/327680 ( 4.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 31539/65536 63078/131072 (48.1%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 225/512 79200/180224 (43.9%)
LDR lightdata [variable] 2964660/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 157151/393216 (40.0%)
LDR ambient table 2109/65536 8436/262144 ( 3.2%)
HDR ambient table 2109/65536 8436/262144 ( 3.2%)
LDR leaf ambient 11700/65536 327600/1835008 (17.9%)
HDR leaf ambient 2109/65536 59052/1835008 ( 3.2%)
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] 1/382308 ( 0.0%)
dtl prp lght [variable] 1/5144 ( 0.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/57612 ( 0.0%)
pakfile [variable] 181968/0 ( 0.0%)
physics [variable] 887400/4194304 (21.2%)
physics terrain [variable] 75139/1048576 ( 7.2%)

Level flags = 0

Total triangle count: 28801
Writing c:\program files\steam\steamapps\driecke\sourcesdk_content\dod\mapsrc\dod_citysplit_b_0_1_3_test.bsp
13 minutes, 15 seconds elapsed
Valve Software - vrad.exe SSE (May 19 2009)

  Valve Radiosity Simulator     

2 threads
[Reading texlights from ‘lights.rad’]
[39 texlights parsed from ‘lights.rad’]

Loading c:\program files\steam\steamapps\driecke\sourcesdk_content\dod\mapsrc\dod_citysplit_b_0_1_3_test.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure… Done (13.69 seconds)
9405 faces
37 degenerate faces
1659226 square feet [238928544.00 square inches]
370 Displacements
273897 Square Feet [39441216.00 Square Inches]
sun extent from map=0.087156
78 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (714)
Build Patch/Sample Hash Table(s)…Done<-1.5835 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (14)
FinalLightFace Done
Computing detail prop lighting : 0…1…2…3…4…5…6…7…8…9…10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0…1…2…3…4…5…6…7…8…9…10 (39)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 17/1024 816/49152 ( 1.7%)
brushes 2546/8192 30552/98304 (31.1%)
brushsides 20115/65536 160920/524288 (30.7%)
planes 14328/65536 286560/1310720 (21.9%)
vertexes 18465/65536 221580/786432 (28.2%)
nodes 2091/65536 66912/2097152 ( 3.2%)
texinfos 3500/12288 252000/884736 (28.5%)
texdata 178/2048 5696/65536 ( 8.7%)
dispinfos 370/0 65120/0 ( 0.0%)
disp_verts 36210/0 724200/0 ( 0.0%)
disp_tris 59456/0 118912/0 ( 0.0%)
disp_lmsamples 583470/0 583470/0 ( 0.0%)
faces 9405/65536 526680/3670016 (14.4%)
hdr faces 9405/65536 526680/3670016 (14.4%)
origfaces 7679/65536 430024/3670016 (11.7%)
leaves 2109/65536 67488/2097152 ( 3.2%)
leaffaces 15465/65536 30930/131072 (23.6%)
leafbrushes 6552/65536 13104/131072 (10.0%)
areas 3/256 24/2048 ( 1.2%)
surfedges 78125/512000 312500/2048000 (15.3%)
edges 50450/256000 201800/1024000 (19.7%)
LDR worldlights 78/8192 6864/720896 ( 1.0%)
HDR worldlights 78/8192 6864/720896 ( 1.0%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 1449/32768 14490/327680 ( 4.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 31539/65536 63078/131072 (48.1%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 225/512 79200/180224 (43.9%)
LDR lightdata [variable] 2964660/0 ( 0.0%)
HDR lightdata [variable] 2964512/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 157151/393216 (40.0%)
LDR ambient table 2109/65536 8436/262144 ( 3.2%)
HDR ambient table 2109/65536 8436/262144 ( 3.2%)
LDR leaf ambient 11700/65536 327600/1835008 (17.9%)
HDR leaf ambient 11586/65536 324408/1835008 (17.7%)
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] 1/382308 ( 0.0%)
dtl prp lght [variable] 1/5144 ( 0.0%)
HDR dtl prp lght [variable] 1/5144 ( 0.0%)
static props [variable] 1/57612 ( 0.0%)
pakfile [variable] 181968/0 ( 0.0%)
physics [variable] 887400/4194304 (21.2%)
physics terrain [variable] 75139/1048576 ( 7.2%)

Level flags = 0

Total triangle count: 28801
Writing c:\program files\steam\steamapps\driecke\sourcesdk_content\dod\mapsrc\dod_citysplit_b_0_1_3_test.bsp
13 minutes, 8 seconds elapsed

Compile Complete for this module.
VRAD Completed: Friday, February 05, 2010, 9:29:36 AM
[COLOR=’#ff0000’]VRAD: No vis information, direct lighting only.[/SIZE]
[COLOR=‘Red’]VRAD --> SEVERE WARNING NO VIS DATA FOUND!!!
[COLOR=‘Lime’]VRAD: Compile time: 13 minutes, 15 seconds elapsed
[COLOR=‘Red’]VRAD: No vis information, direct lighting only.[/SIZE]
VRAD --> SEVERE WARNING NO VIS DATA FOUND!!!
[COLOR=‘Lime’]VRAD: Compile time: 13 minutes, 8 seconds elapsed

One Line Summary: 2/5/2010 9:29:36 AM, dod_citysplit_b_0_1_3_test.vmf, Day of Defeat Source, normal , crashed?, final, 00:00:12, 15:57:55, 00:26:30, 16:24:38
History.csv was updated.[/SIZE]

[COLOR=‘Lime’]Compile Summary - job mode: FINAL
Map Name: dod_citysplit_b_0_1_3_test.vmf
VBSP - mode:normal , 12 seconds, 00:00:12 elapsed
[COLOR=‘Red’]VVIS - mode:crashed?, n/a, 15:57:55 elapsed
[COLOR=‘Lime’]VRAD - mode:final, 13 minutes, 15 seconds(LDR), 13 minutes, 8 seconds(HDR), 00:26:30 elapsed
Total Compile time: 16:24:38
[/code]

Looks like vvis has crashed, are you sure you don’t have any leaks? Models that are partly outside of the map can create leaks also, and this could be unrelated but it makes compile time faster, nodraw every brush surface that can’t be seen by the player (the outside of the map for example).

I just read that compile log, There aren’t any leaks, But it says to see if your .bsp is writable, check if it’s read only, if it is, disable that.

I don’t have any leaks and I do nodraw nearly EVERY surface that I find that won’t be viewable by the player as often as I can.

No bsp even exists in the folder.

Well… That could be a problem.

Well, it’s because it’s not compiling…

10 days for portalflow? That’s a bit much. I’d suggest you simplify your world brushes.

Needs moar cowbell… and func_details!

What the hell!
Someone needs to get optimising!

I don’t know what that means! :frowning: 90% of all the brushes are func_details…

The number in the brackets is the number of seconds it takes to run that phase of the compile.

Take a look at: https://optimization.interlopers.net/index.php

Disable everything but world brushes and post some pics. Perhaps we could help you with optimising.

And if all else fails, send one of us your VMF. :expressionless:

Here’s the map:

Here’s the brushes:

I realize that there are a LOT more brushes that are required to have the game performance optimized but I was trying to significantly speed up vvis as a test… it didn’t work too well.

(skybox isn’t included for obvious reasons)

I’d give someone $50 if they’d optimize it for me and tell me briefly how they did it.

You could turn those angled roofs to func_detail. They’re not blocking any visibility, so theres no need for additional visleaves up there.

And since I can’t see the ground there, I can only hope it’s on the same level with your buildings? Because if there is an open area down there with additional visleaves that would explain at least some of the overly long compile time.

And for desperate measures you could turn all the walls with windows to func_detail also.

Even so, it wouldn’t explain why it didn’t compile fully.

I can try to fix it, no guarrantees though.

With my uber 3.5ghz dual core and 1066mhz ram it might even take less time to compile.

Alright, sent you a pm. Also, I think it goes without saying, please don’t distribute :wink:

I looked at your map, tried to compile it 3 times, last time everything except displacements and the skybox was func_detail’d but it still hanged on vvis, I have no idea why.

/me will take a look at it too, if you like.

Yes, yes I would like. PM sent.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.