VRAD.EXE Crash! And I do all right! HELP Created 17 years ago2007-01-29 09:53:50 UTC by mctusk mctusk

Created 17 years ago2007-01-29 09:53:50 UTC by mctusk mctusk

Posted 17 years ago2007-01-29 09:53:50 UTC Post #211009
Ok ok, i make all right.. no leaks, just a single light in the middle of the room, the "info_player_start"... and all we need to make a "simple CS:S room".

Well, i have the 4 walls, the floor, the roof, the light, the player...
(Dont think guys that i dont know how to make maps.. but i have to test this "simple" because i cant?find the error)

Whne compile, VRAD.EXE crash (the windows message "this program... have to be closed")

What i need to know:
Source SDK have some compile tools like ZHLT for Hammer 3.4?
Because Hammer 4.1 dont works with ZHLT.

I have tried the CST (from the same creator of ZHLT) but dont works to (Crash again, bsp, vis and rad)

My problem with VRAD.EXE can be cause from some hardware?

Please, i need to teste the LIGHTS!!!!!!!!!!
I WANNA JOIN THE WATER CONTEST!

HELP ME! (>.<)'
Posted 17 years ago2007-01-29 10:02:53 UTC Post #211010
teste
That is the plural form of the word "Testicle". :nuts:

Sounds strange, since Hammer in source is automatically set up to work.
RAD is the lighting in a map.
Please post your entire COMPILE log.
Posted 17 years ago2007-01-29 10:17:26 UTC Post #211012
When i come home i will do it.
My Hammer is configured to work with counterstrike.cfg.
The VBSP.EXE is righ
VVIS.EXE is right
VRAD.EXE Crash when i compile.
And is not a map problem, because i have download some example files from here, and when i re-compile with my hammer, they crash, and come fullbrighted.

Some maps that i de-compile for test don't compile in my hammer 4.1.

I think that can be some hardware problem, cause my windows is original and my steam to.
Posted 17 years ago2007-01-29 10:45:48 UTC Post #211016
Are you compiling HDR? I've heard of this happening (very rarely) when you compile HDR when your computer has some problems handling it. If so, try it without and see what happens.
Strider StriderTuned to a dead channel.
Posted 17 years ago2007-01-29 12:29:51 UTC Post #211021
I have tried to compile in all.
Defalt compile have the problem to.
HDR have problems.
Full compile have problems.

I try to compile just the VRAD.EXE to, but the same crash happen.

I try to "reset game configurations", the crash continue.
I try to "refresh the sdk content", crash again.
I try to "update"... damm.. the crash again.

:( :cry:
Posted 17 years ago2007-01-29 19:56:26 UTC Post #211076
MY COMPILE LOG:
** Executing...
** Command: "c:arquivos de programasvalvesteamsteamappsmctusksourcesdkbinvbsp.exe"
** Parameters: -game "c:arquivos de programasvalvesteamsteamappsmctuskcounter-strike sourcecstrike" "c:arquivos de programasvalvesteamsteamappsmctusksourcesdk_contentcstrikemapsrccs_pelotis"

Valve Software - vbsp.exe (Aug 4 2006)
1 threads
materialPath: c:arquivos de programasvalvesteamsteamappsmctuskcounter-strike sourcecstrikematerials
Loading c:arquivos de programasvalvesteamsteamappsmctusksourcesdk_contentcstrikemapsrccs_pelotis.vmf
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 (1)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:arquivos de programasvalvesteamsteamappsmctusksourcesdk_contentcstrikemapsrccs_pelotis.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
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) (19507 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 48 texinfos to 30
Reduced 8 texdatas to 8 (173 bytes to 173)
Writing c:arquivos de programasvalvesteamsteamappsmctusksourcesdk_contentcstrikemapsrccs_pelotis.bsp
2 seconds elapsed

** Executing...
** Command: "c:arquivos de programasvalvesteamsteamappsmctusksourcesdkbinvvis.exe"
** Parameters: -game "c:arquivos de programasvalvesteamsteamappsmctuskcounter-strike sourcecstrike" "c:arquivos de programasvalvesteamsteamappsmctusksourcesdk_contentcstrikemapsrccs_pelotis"

Valve Software - vvis.exe (May 22 2006)
1 threads
reading c:arquivos de programasvalvesteamsteamappsmctusksourcesdk_contentcstrikemapsrccs_pelotis.bsp
reading c:arquivos de programasvalvesteamsteamappsmctusksourcesdk_contentcstrikemapsrccs_pelotis.prt
148 portalclusters
377 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (2)
Optimized: 7 visible clusters (0.00%)
Total clusters visible: 12417
Average clusters visible: 83
Building PAS...
Average clusters audible: 147
visdatasize:6799 compressed from 7104
writing c:arquivos de programasvalvesteamsteamappsmctusksourcesdk_contentcstrikemapsrccs_pelotis.bsp
2 seconds elapsed

** Executing...
** Command: "c:arquivos de programasvalvesteamsteamappsmctusksourcesdkbinvrad.exe"
** Parameters: -both -game -dump "c:arquivos de programasvalvesteamsteamappsmctuskcounter-strike sourcecstrike" "c:arquivos de programasvalvesteamsteamappsmctusksourcesdk_contentcstrikemapsrccs_pelotis"

############ HERE IS THE CRASH #######################

** Executing...
** Command: Copy File
** Parameters: "c:arquivos de programasvalvesteamsteamappsmctusksourcesdk_contentcstrikemapsrccs_pelotis.bsp" "c:arquivos de programasvalvesteamsteamappsmctuskcounter-strike sourcecstrikemapscs_pelotis.bsp"
Posted 17 years ago2007-02-02 22:47:08 UTC Post #211468
:nervous: Heeeeeelpp!!!!!!!!!!!!!!
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