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Buildcubemaps Crashes Game

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Put your maps in the dlc folder?

doesnt work.

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"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."

I changed the path in Hammer to: $SteamUserDirportal 2portal2_dlc1maps, that works for me.
You can find it under: Tools >> Options >> Build Programs Tab >> "Place compiled maps in this directory before running the game".
Change the path to:$SteamUserDirportal 2portal2_dlc1maps

this still doesnt work for me...

but this is a more of a "why should we have too?" Valve is not maintaining the tools.

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PortalStories.com
"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."

I am taking a break from mapping until this is fixed. Gives me more time for other things, anyway.

Winner of the Nobel Prize for Being Immune to Neurotoxin

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You guys should make sure that the same filename isn't present in the former maps folder. Else Portal will still crash while building cubemaps. You have to delete the former saved file from said folder first or move it to the: SteamUserDirportal 2portal2_dlc1maps folder,
Seems as if the file is primarily loaded from the former folder if two identical file names exist.
That should really work!!!

@ Robdon

Quote:
So, am I right in saying that Cubemaps are for only 'old graphics' cards... and pretty old if DX9 is the requirement.

If so, that explains, why I've never been able to see ANY difference to my maps if I include/build cubemaps or not.

Is there some way to make my 'good' card simulate the 'bad', so that I can test it? otherwise I will never know if I have it right or not.

Rob.

I can't think of any reason why you might have experienced that except for improper env_cubemap placement (no cubemaps at all) or that you haven't restarted Portal and the cubemaps have still been cached.
http://developer.valvesoftware.com/wiki/Cubemaps

Quote:
Note: If you run a recompiled copy of the same map without restarting the game, the cubemaps from the previous version will still be cached, making it appear as if cubemaps do not need to be rebuilt. These cubemaps are not in the map, however, as running the map again on another computer or after restarting the game will reveal. Every new compile wipes out all packed content, including cubemaps.

However typing buildcubemaps alone isn't the proper way for creating cubemaps Valve suggests:
mat_specular 0
buildcubemaps
<map loads, you have to go back to console>
mat_specular 1
mat_reloadallmaterials
mat_reloadalltextures
<ESC>

It really makes a difference (don't ask me why). Besides it isn't that tedious since you can repeat the procedure by using the arrow keys the next time without typing the whole commands again. Only need to press enter when the command appears. Hope this helps...

Ok, So... I've been experimenting...

The reason I didn't see much difference, was because I was looking at my water and 'flat glass', and indeed, cubemaps seem to have no effect on them.

I then tested with a glass tube and cubedropper with a light bridge close by, and then, I could see the effects. :)

Neco, I think your commands are actually for TF2, not portal, and the last one doesnt even work in portal, "Unknown command: mat_reloadalltextures".

But, I used the method that Valve suggests for HDR + some working around because of the current bug that crashes the game, since dlc.

This is what I did:

Firstly, if your map source is in sdk_contentmaps, then when compiling there will be 2 copies of your bsp file, one in that dir, and another in the main run dir "C:Program Files (x86)SteamSteamAppscommonportal 2portal2maps"

Code: Select all
1)  Delete any previous bsp files of you map, from BOTH dirs.
2)  Place env_cubemapes in your map and compile the map in Hammer, with HDR.
3)  Close Portal2, Start it again
5)  Console command: map <your_map_name>
4)  Console command: mat_hdr_level 2 (to make sure you are in HDR mode)
6)  Copy your bsp file from "C:Program Files (x86)SteamSteamAppscommonportal 2portal2maps" to "C:Program Files (x86)SteamSteamAppscommonportal 2portal2_dlc1maps"
6)  Console command: buildcubemaps (this update the bsp in "C:Program Files (x86)SteamSteamAppscommonportal 2portal2_dlc1maps"
7)  Copy the bsp back to the main dir overwritting it, from "C:Program Files (x86)SteamSteamAppscommonportal 2portal2_dlc1maps" to "C:Program Files (x86)SteamSteamAppscommonportal 2portal2maps"
8)  Console command: mat_hdr_level 0
9)  Console command: map <your_map_name>
10) Console command: buildcubemaps
11) Copy the bsp back to the main dir overwritting it, from "C:Program Files (x86)SteamSteamAppscommonportal 2portal2_dlc1maps" to "C:Program Files (x86)SteamSteamAppscommonportal 2portal2maps"
12) Console command: mat_hdr_level 2
13) Comsole command: map <your_map_name>

Once/if Valve fix the crashing problem, then you can remove all the steps with copying the bsp around, but basically before and after 'buildcubemaps' you need to copy to/from the dlc dir and reload.

That seems to work for me now.

Rob.

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Robdon wrote:
Neco, I think your commands are actually for TF2, not portal, and the last one doesnt even work in portal, "Unknown command: mat_reloadalltextures".

That was only mistyped. I actually meant 'reloadtextures'. That's what I usually use. By changing the path in Hammer as descirbed above, you can do without all that trouble copying the files.

Still crashing even with the map in the dlc folder.

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PortalStories.com
"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."
iWork925 wrote:
Still crashing even with the map in the dlc folder.

If you've tried in the dlc folder only and it still crashes, I've no idea.
The emphasis is on only because, as I've tried to explain the same filename may not be still existing in the former maps folder.
Try creating a brandnew file with a unique filename after having changed the path to:
$SteamUserDirportal 2portal2_dlc1maps
and build your cubemaps with that test bsp-file. In other words one has to move all the custom map files to the dlc-folder first and change the path afterwards, making sure that the custom maps are removed from where they were (the usual map path used prior to the update).
If a file exists in both folders, Portal loads those files first and crashes!!!

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