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A variety of questions

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So I'm trying to take a PTI map and make it fancy (a.k.a. give it the "destroyed" theme). Here's some noob questions:
-The mapping wiki says to decorate the holes in the ceiling with rusty frames and foliage. What is the name of the rusty frame model(s)? I couldn't find it anywhere.
-After changing the mandatory observation room into a broken one, I get stuck on a black screen upon loading the map. Quite odd. Anyone know what might be causing this?'

Edit: Haha, nice post rank.

tesselode wrote:
-After changing the mandatory observation room into a broken one, I get stuck on a black screen upon loading the map. Quite odd. Anyone know what might be causing this?'

Leaks, probably. I genuinely doubt that the geometry of those instances is plug-and-play. Post your compile log in [code] tags and we'll see.

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msleeper wrote:
tesselode wrote:
-After changing the mandatory observation room into a broken one, I get stuck on a black screen upon loading the map. Quite odd. Anyone know what might be causing this?'

Leaks, probably. I genuinely doubt that the geometry of those instances is plug-and-play. Post your compile log in [code] tags and we'll see.

OK, guess what. Since I assumed that the map would work fine if I didn't make any changes, I assumed that it was not working because I changed the observation room. It turns out, it was broken even without any changes. I figured out why: apparently I can't have spaces in the file name of the map.

So that problem's solved. I still could use help finding the rusty frame model, though.

tesselode wrote:
-The mapping wiki says to decorate the holes in the ceiling with rusty frames and foliage. What is the name of the rusty frame model(s)? I couldn't find it anywhere.

type "destruction" into the model browser and scroll down somewhere near the bottom. You'll see everything you'd need there.

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Wow, thanks for all the fast replies!

Anyway, it turns out the black screen problem is still there. The map worked after I renamed it, but it broke again when I tried changing the observation room again. Here's a compile log:

Code: Select all

materialPath: c:program filessteamsteamappscommonportal 2portal2materials
Loading C:Program FilesSteamsteamappscommonportal 2sdk_contentmapspeti_map.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
nummapplanes:     (  7538 / 65536 )
nummapbrushes:    (  1336 /  8192 )
nummapbrushsides: ( 11268 / 65536 )
num_map_overlays: (     9 /   512 )
nummodels:      (     0 /  1024 )
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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 574 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program FilesSteamsteamappscommonportal 2sdk_contentmapspeti_map.prt...Building visibility clusters...
done (0)
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 (0) (486873 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2249 texinfos to 560
Reduced 47 texdatas to 42 (1339 bytes to 1199)
Writing C:Program FilesSteamsteamappscommonportal 2sdk_contentmapspeti_map.bsp
4 seconds elapsed

2 threads
reading c:program filessteamsteamappscommonportal 2sdk_contentmapspeti_map.bsp
reading c:program filessteamsteamappscommonportal 2sdk_contentmapspeti_map.prt
  93 portalclusters
150 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 115 visible clusters (0.00%)
Total clusters visible: 2866
Average clusters visible: 30
Building PAS...
Average clusters audible: 34
visdatasize:2255  compressed from 2976
writing c:program filessteamsteamappscommonportal 2sdk_contentmapspeti_map.bsp
0 seconds elapsed

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

Loading c:program filessteamsteamappscommonportal 2sdk_contentmapspeti_map.bsp
1576 faces
182235 square feet [26241918.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1576 patches before subdivision
zero area child patch
13580 patches after subdivision
61 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 1078002, max 371
transfer lists:   8.2 megs
0...1...2...3...4...5...6...7...8...9...10   Bounce #1 added RGB(28161, 34724, 37927)
0...1...2...3...4...5...6...7...8...9...10   Bounce #2 added RGB(16609, 20682, 22546)
0...1...2...3...4...5...6...7...8...9...10   Bounce #3 added RGB(10829, 13555, 14727)
0...1...2...3...4...5...6...7...8...9...10   Bounce #4 added RGB(7194, 9031, 9751)
0...1...2...3...4...5...6...7...8...9...10   Bounce #5 added RGB(4866, 6119, 6553)
0...1...2...3...4...5...6...7...8...9...10   Bounce #6 added RGB(3312, 4169, 4421)
0...1...2...3...4...5...6...7...8...9...10   Bounce #7 added RGB(2266, 2853, 2993)
0...1...2...3...4...5...6...7...8...9...10   Bounce #8 added RGB(1554, 1957, 2029)
0...1...2...3...4...5...6...7...8...9...10   Bounce #9 added RGB(1068, 1345, 1378)
0...1...2...3...4...5...6...7...8...9...10   Bounce #10 added RGB(735, 925, 936)
0...1...2...3...4...5...6...7...8...9...10   Bounce #11 added RGB(506, 637, 636)
0...1...2...3...4...5...6...7...8...9...10   Bounce #12 added RGB(349, 438, 433)
0...1...2...3...4...5...6...7...8...9...10   Bounce #13 added RGB(240, 302, 294)
0...1...2...3...4...5...6...7...8...9...10   Bounce #14 added RGB(166, 208, 200)
0...1...2...3...4...5...6...7...8...9...10   Bounce #15 added RGB(114, 143, 136)
0...1...2...3...4...5...6...7...8...9...10   Bounce #16 added RGB(79, 99, 93)
0...1...2...3...4...5...6...7...8...9...10   Bounce #17 added RGB(54, 68, 63)
0...1...2...3...4...5...6...7...8...9...10   Bounce #18 added RGB(37, 47, 43)
0...1...2...3...4...5...6...7...8...9...10   Bounce #19 added RGB(26, 32, 29)
0...1...2...3...4...5...6...7...8...9...10   Bounce #20 added RGB(18, 22, 20)
0...1...2...3...4...5...6...7...8...9...10   Bounce #21 added RGB(12, 15, 14)
0...1...2...3...4...5...6...7...8...9...10   Bounce #22 added RGB(8, 11, 9)
0...1...2...3...4...5...6...7...8...9...10   Bounce #23 added RGB(6, 7, 6)
0...1...2...3...4...5...6...7...8...9...10   Bounce #24 added RGB(4, 5, 4)
0...1...2...3...4...5...6...7...8...9...10   Bounce #25 added RGB(3, 3, 3)
0...1...2...3...4...5...6...7...8...9...10   Bounce #26 added RGB(2, 2, 2)
0...1...2...3...4...5...6...7...8...9...10   Bounce #27 added RGB(1, 2, 1)
0...1...2...3...4...5...6...7...8...9...10   Bounce #28 added RGB(1, 1, 1)
0...1...2...3...4...5...6...7...8...9...10   Bounce #29 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0061 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
22 of 22 (100% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                  54/1024         2592/49152    ( 5.3%)
brushes               1336/8192        16032/98304    (16.3%)
brushsides           11318/65536       90544/524288   (17.3%)
planes                7566/65536      151320/1310720  (11.5%)
vertexes              3539/65536       42468/786432   ( 5.4%)
nodes                  886/65536       28352/2097152  ( 1.4%)
texinfos               560/12288       40320/884736   ( 4.6%)
texdata                 42/2048         1344/65536    ( 2.1%)
dispinfos                0/0               0/0        ( 0.0%)
disp_verts               0/0               0/0        ( 0.0%)
disp_tris                0/0               0/0        ( 0.0%)
disp_multiblend          0/0               0/0        ( 0.0%)
disp_lmsamples           0/0               0/0        ( 0.0%)
faces                 1576/65536       88256/3670016  ( 2.4%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces             1353/65536       75768/3670016  ( 2.1%)
facebrushes            456/0             912/0        ( 0.0%)
facebrushlists        1576/0            6304/0        ( 0.0%)
leaves                 941/65536       30112/2097152  ( 1.4%)
leaffaces             1808/65536        3616/131072   ( 2.8%)
leafbrushes           2657/65536        5314/131072   ( 4.1%)
areas                    9/256            72/2048     ( 3.5%)
surfedges            12745/512000      50980/2048000  ( 2.5%)
edges                 8062/256000      32248/1024000  ( 3.1%)
LDR worldlights         61/8192         6100/819200   ( 0.7%)
HDR worldlights          0/8192            0/819200   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips            167/32768        1670/327680   ( 0.5%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices          2802/65536        5604/131072   ( 4.3%)
cubemapsamples           3/1024           48/16384    ( 0.3%)
overlays                 9/512          3168/180224   ( 1.8%)
LDR lightdata         [variable]      935900/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]        2255/16777216 ( 0.0%)
entdata               [variable]      137949/393216   (35.1%)
LDR ambient table      941/65536        3764/262144   ( 1.4%)
HDR ambient table      941/65536        3764/262144   ( 1.4%)
LDR leaf ambient      3322/65536       93016/1835008  ( 5.1%)
HDR leaf ambient       941/65536       26348/1835008  ( 1.4%)
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]           1/12       ( 8.3%)
static props          [variable]           1/12720    ( 0.0%)
pakfile               [variable]      298580/0        ( 0.0%)
physics               [variable]      486873/4194304  (11.6%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 4181
Writing c:program filessteamsteamappscommonportal 2sdk_contentmapspeti_map.bsp
11 seconds elapsed

My observation room is intersecting some brushes and not quite fitting in the space I put it in. Is that the problem?

I don't think there's anything wrong in that compile log. So your problem should be caused by something you're missing in another level. If I understood yourr problem well, that black screen appears right when you try to load the map from the game menu (Play community chambers), right? or is it via the developer console? Also these questions:

1. Have you tried to remove that observation room and check again if you can run the map?

2. Have you got more than 1 observation room inside your map?

3. Have you modified more stuff than just the visual look into that observation room?

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]

could it be that the observation room was your only light source?

I've been doing those PTI to Hammer transitions, too, and had similar problems.

Load the map ingame and when you see the black screen, noclip around to see where you are starting. If you started in a blacked out entrance room, try this: Double click your entrance elevator instance and check if the no_player_start value is set to 1.

To find out if LP is right, type mat_fullbright 1 into the console. Do you see everything again? Then the problem is that you have no light.

If you start and only hear wind sound that means for some reason you started at the origin of the grid and outside your actualy map. I had that problem with one pti map. Try to move everything (draw a rectangle about everything and hit enter in one of the 2D views) away from the origin and compiling again.

josepezdj wrote:
I don't think there's anything wrong in that compile log. So your problem should be caused by something you're missing in another level. If I understood yourr problem well, that black screen appears right when you try to load the map from the game menu (Play community chambers), right? or is it via the developer console? Also these questions:

1. Have you tried to remove that observation room and check again if you can run the map?

2. Have you got more than 1 observation room inside your map?

3. Have you modified more stuff than just the visual look into that observation room?

I'm loading from the console by using map peti_map.

1. yes, that doesn't help
2. no
3. All I did was change the p2editor observation room into a standard one, and then move/rotate it to get it into the wall again.

lpfreaky90 wrote:
could it be that the observation room was your only light source?

It is, but I think PTI editor automatically adds in point lights every few blocks or so.

zivi7 wrote:
I've been doing those PTI to Hammer transitions, too, and had similar problems.

Load the map ingame and when you see the black screen, noclip around to see where you are starting. If you started in a blacked out entrance room, try this: Double click your entrance elevator instance and check if the no_player_start value is set to 1.

To find out if LP is right, type mat_fullbright 1 into the console. Do you see everything again? Then the problem is that you have no light.

If you start and only hear wind sound that means for some reason you started at the origin of the grid and outside your actualy map. I had that problem with one pti map. Try to move everything (draw a rectangle about everything and hit enter in one of the 2D views) away from the origin and compiling again.

I'm not getting any wind sound. The lighting is actually working, once I used noclip, it turns out I've spawning right in the entrance, and once I get into the room everything looks fine. I tried changing the no_player_start to 0, at first it worked, and then I changed it back to 1 to make sure that was the problem, and it still worked. Then every time I switched it after that, it didn't work. So apparently that's not the problem.

tesselode wrote:
3. All I did was change the p2editor observation room into a standard one, and then move/rotate it to get it into the wall again.

This is my bet: I think that when you changed that observation room for a different one, you didn't care about the inner items and their names. Each observation room uses to come with an env_ projected_texture which is a special entity as you can't have more than just 1 active at the same time into your level. Surely this entity was triggered somehow and now maybe your map continuous looking for it to lighten it up but fails...

You mentioned you only changed it for a standard one and that you removed any, but have you tried to place again that one you added in the first place? in the case that it was placed into your map automatically, can you remember the name/location of that first obs-room? Try to place it again and see if your map works again...

And if your map works again, try now to modify THAT observation room visuals (textures, glass, even window frames...) but leave the rest as it comes.

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]
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