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Cannot start the map after compiling! Help please~

Hello guys, I'm new to mapping (this is my very first attempt to use Hammer) so yeah, I'm kinda noob.

I have this map that I'm making, I've been creating stuff and testing all the time, setting up the logic and all that. It was working just fine, but then one time when I made just a few tweaks, I compiled the map and it didn't show any errors. However, if I tried to run the map on Portal 2, it will crash on the loading screen and close the game.

The name of my map is short, I do have an info_player_start entity in it as well and I'm pretty sure my computer can handle any RAM usage. Help please? I don't know what to do! :P

By the way, it doesn't run even the normal raw .bsp file.

Here is the complete log:

Spoiler
Running command: "c:program filessteamsteamappscommonportal 2binvvis.exe"
-game "c:program filessteamsteamappscommonportal 2portal2" "C:Program Fi
lesSteamsteamappscommonportal 2sdk_contentmapsc1"
-------------------------------------------------------------------------------

Valve Software - vvis.exe (Sep 30 2011)
4 threads
reading c:program filessteamsteamappscommonportal 2sdk_contentmapsc1.bsp

reading c:program filessteamsteamappscommonportal 2sdk_contentmapsc1.prt

113 portalclusters
220 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 9863
Average clusters visible: 87
Building PAS...
Average clusters audible: 112
visdatasize:4380 compressed from 3616
writing c:program filessteamsteamappscommonportal 2sdk_contentmapsc1.bsp

0 seconds elapsed

-------------------------------------------------------------------------------
Running command: cd "c:program filessteamsteamappscommonportal 2bin"
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
Running command: "c:program filessteamsteamappscommonportal 2binvrad.exe"
-both -game "c:program filessteamsteamappscommonportal 2portal2" "C:Prog
ram FilesSteamsteamappscommonportal 2sdk_contentmapsc1"
-------------------------------------------------------------------------------

Valve Software - vrad.exe SSE (Sep 30 2011)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']

Loading c:program filessteamsteamappscommonportal 2sdk_contentmapsc1.bsp

Setting up ray-trace acceleration structure... Done (0.18 seconds)
1132 faces
259525 square feet [37371600.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1132 patches before subdivision
18604 patches after subdivision
13 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 3131930, max 605
transfer lists: 23.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(38064, 41977, 44083)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(20547, 22181, 22780)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(11388, 12098, 12271)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(6431, 6754, 6803)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(3673, 3824, 3836)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(2115, 2188, 2189)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1225, 1261, 1259)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(713, 730, 729)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(416, 425, 423)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(243, 248, 247)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(143, 145, 144)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(84, 85, 85)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(49, 50, 50)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(29, 29, 29)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(17, 17, 17)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(10, 10, 10)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(6, 6, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #18 added RGB(4, 4, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(2, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #21 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0049 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 56/1024 2688/49152 ( 5.5%)
brushes 598/8192 7176/98304 ( 7.3%)
brushsides 3754/65536 30032/524288 ( 5.7%)
planes 992/65536 19840/1310720 ( 1.5%)
vertexes 2076/65536 24912/786432 ( 3.2%)
nodes 730/65536 23360/2097152 ( 1.1%)
texinfos 246/12288 17712/884736 ( 2.0%)
texdata 39/2048 1248/65536 ( 1.9%)
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 1132/65536 63392/3670016 ( 1.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 949/65536 53144/3670016 ( 1.4%)
facebrushes 436/0 872/0 ( 0.0%)
facebrushlists 1132/0 4528/0 ( 0.0%)
leaves 787/65536 25184/2097152 ( 1.2%)
leaffaces 1271/65536 2542/131072 ( 1.9%)
leafbrushes 922/65536 1844/131072 ( 1.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 9019/512000 36076/2048000 ( 1.8%)
edges 5327/256000 21308/1024000 ( 2.1%)
LDR worldlights 13/8192 1300/819200 ( 0.2%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 71/32768 710/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1164/65536 2328/131072 ( 1.8%)
cubemapsamples 3/1024 48/16384 ( 0.3%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3324076/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 4380/16777216 ( 0.0%)
entdata [variable] 82899/393216 (21.1%)
LDR ambient table 787/65536 3148/262144 ( 1.2%)
HDR ambient table 787/65536 3148/262144 ( 1.2%)
LDR leaf ambient 2765/65536 77420/1835008 ( 4.2%)
HDR leaf ambient 787/65536 22036/1835008 ( 1.2%)
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] 1/12 ( 8.3%)
static props [variable] 1/2456 ( 0.0%)
pakfile [variable] 299457/0 ( 0.0%)
physics [variable] 216364/4194304 ( 5.2%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 2959
Writing c:program filessteamsteamappscommonportal 2sdk_contentmapsc1.bsp

5 seconds elapsed
Valve Software - vrad.exe SSE (Sep 30 2011)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']

Loading c:program filessteamsteamappscommonportal 2sdk_contentmapsc1.bsp

Setting up ray-trace acceleration structure... Done (0.18 seconds)
1132 faces
259525 square feet [37371600.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1132 patches before subdivision
18604 patches after subdivision
13 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 3131930, max 605
transfer lists: 23.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(38063, 41977, 44083)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(20546, 22180, 22780)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(11388, 12097, 12271)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(6431, 6753, 6803)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(3673, 3824, 3836)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(2115, 2188, 2189)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1225, 1261, 1259)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(713, 730, 729)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(416, 425, 423)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(243, 248, 247)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(143, 145, 144)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(84, 85, 85)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(49, 50, 50)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(29, 29, 29)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(17, 17, 17)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(10, 10, 10)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(6, 6, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #18 added RGB(4, 4, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(2, 2, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #21 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0052 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 56/1024 2688/49152 ( 5.5%)
brushes 598/8192 7176/98304 ( 7.3%)
brushsides 3754/65536 30032/524288 ( 5.7%)
planes 992/65536 19840/1310720 ( 1.5%)
vertexes 2076/65536 24912/786432 ( 3.2%)
nodes 730/65536 23360/2097152 ( 1.1%)
texinfos 246/12288 17712/884736 ( 2.0%)
texdata 39/2048 1248/65536 ( 1.9%)
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 1132/65536 63392/3670016 ( 1.7%)
hdr faces 1132/65536 63392/3670016 ( 1.7%)
origfaces 949/65536 53144/3670016 ( 1.4%)
facebrushes 436/0 872/0 ( 0.0%)
facebrushlists 1132/0 4528/0 ( 0.0%)
leaves 787/65536 25184/2097152 ( 1.2%)
leaffaces 1271/65536 2542/131072 ( 1.9%)
leafbrushes 922/65536 1844/131072 ( 1.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 9019/512000 36076/2048000 ( 1.8%)
edges 5327/256000 21308/1024000 ( 2.1%)
LDR worldlights 13/8192 1300/819200 ( 0.2%)
HDR worldlights 13/8192 1300/819200 ( 0.2%)
leafwaterdata 2/32768 24/393216 ( 0.0%)
waterstrips 71/32768 710/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1164/65536 2328/131072 ( 1.8%)
cubemapsamples 3/1024 48/16384 ( 0.3%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 3324076/0 ( 0.0%)
HDR lightdata [variable] 3324076/0 ( 0.0%)
visdata [variable] 4380/16777216 ( 0.0%)
entdata [variable] 82899/393216 (21.1%)
LDR ambient table 787/65536 3148/262144 ( 1.2%)
HDR ambient table 787/65536 3148/262144 ( 1.2%)
LDR leaf ambient 2765/65536 77420/1835008 ( 4.2%)
HDR leaf ambient 2765/65536 77420/1835008 ( 4.2%)
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] 1/12 ( 8.3%)
static props [variable] 1/2456 ( 0.0%)
pakfile [variable] 299457/0 ( 0.0%)
physics [variable] 216364/4194304 ( 5.2%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 2959
Writing c:program filessteamsteamappscommonportal 2sdk_contentmapsc1.bsp

5 seconds elapsed

-------------------------------------------------------------------------------
Running command: copy "C:Program FilesSteamsteamappscommonportal 2sdk_cont
entmapsc1.bsp" "c:program filessteamsteamappscommonportal 2portal2maps
c1.bsp"
-------------------------------------------------------------------------------

Finished. Press a key to close.

I managed to fix it, I had to rename a few entities with wrong attachment, for some reason it worked. O.o

very long names can break maps ;)