Please or Register to create posts and topics.

Hammer Run Map Error (If Helps Using Hammer ++)

Hammer ++ will not run map below you will find the compile log everything in yellow was in yellow on command prompt (I am on Windows 11)

Please help if you can.

Best of luck figuring it out,

Poom

╲╱    ╲╱    ╲╱    ╲╱    ╲╱    ╲╱ [BEGIN LOG FILE ---AFTER LINE] ╲╱    ╲╱    ╲╱    ╲╱   ╲╱    ╲╱    ╲╱

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Portal 2\bin"
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
Running command: "C:\Program Files (x86)\Steam\steamapps\common\Portal 2\bin\vbsp.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\Portal 2\portal2" "c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\theonethatgotaway"
-------------------------------------------------------------------------------

CDynamicFunction: Loading library 'Kernel32.dll' (76A90000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 779138D0
Valve Software - vbsp.exe (Apr 18 2023)
16 threads
Using shader api: shaderapiempty.dll
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Portal 2\portal2\materials
Loading c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\theonethatgotaway.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
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 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\theonethatgotaway.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) (2282 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3 texinfos to 3
Reduced 1 texdatas to 1 (30 bytes to 30)
Writing c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\theonethatgotaway.bsp

nummapplanes: ( 40 / 65536 )
nummapbrushes: ( 6 / 8192 )
nummapbrushsides: ( 36 / 65536 )
num_map_overlays: ( 0 / 512 )
nummodels: ( 1 / 1024 )
num_entities: ( 2 / 16384 )

0 seconds elapsed
CDynamicFunction: Closing library 'Kernel32.dll' (76A90000)

-------------------------------------------------------------------------------
Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Portal 2\bin"
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
Running command: "C:\Program Files (x86)\Steam\steamapps\common\Portal 2\bin\vvis.exe" -fast -game "C:\Program Files (x86)\Steam\steamapps\common\Portal 2\portal2" "c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\theonethatgotaway"
-------------------------------------------------------------------------------

CDynamicFunction: Loading library 'Kernel32.dll' (76A90000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 779138D0
Valve Software - vvis.exe (Apr 18 2023)
fastvis = true
16 threads
reading c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\theonethatgotaway.bsp
reading c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\theonethatgotaway.prt
4 portalclusters
4 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 16
Average clusters visible: 4
Building PAS...
Average clusters audible: 4
visdatasize:44 compressed from 64
writing c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\theonethatgotaway.bsp
0 seconds elapsed
CDynamicFunction: Closing library 'Kernel32.dll' (76A90000)

-------------------------------------------------------------------------------
Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Portal 2\bin"
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
Running command: "C:\Program Files (x86)\Steam\steamapps\common\Portal 2\bin\vrad.exe" -staticproppolys -staticproplighting -staticpropsamplescale 0.25 -bounce 2 -noextra -game "C:\Program Files (x86)\Steam\steamapps\common\Portal 2\portal2" "c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\theonethatgotaway"
-------------------------------------------------------------------------------

CDynamicFunction: Loading library 'Kernel32.dll' (76A90000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 779138D0
Valve Software - vrad.exe SSE (Apr 18 2023)

Valve Radiosity Simulator
Command line: "C:\Program Files (x86)\Steam\steamapps\common\Portal 2\bin\vrad.exe" "-staticproppolys" "-staticproplighting" "-staticpropsamplescale" "0.25" "-bounce" "2" "-noextra" "-game" "C:\Program Files (x86)\Steam\steamapps\common\Portal 2\portal2" "c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\theonethatgotaway"

usage : vrad [options...] bspfile
example: vrad c:\hl2\hl2\maps\test

Common options:

-v (or -verbose): Turn on verbose output (also shows more command
-bounce # : Set max number of bounces (default: 100).
-fast : Quick and dirty lighting.
-fastambient : Per-leaf ambient sampling is lower quality to save compute time.
-final : High quality processing. equivalent to -extrasky 16.
-finitefalloff : use an alternative falloff model that falls off to exactly zero at the zero_percent_distance.
-extrasky n : trace N times as many rays for indirect light and sky ambient.
-low : Run as an idle-priority process.
-mpi : Use VMPI to distribute computations.
-rederror : Show errors in red.

-vproject <directory> : Override the VPROJECT environment variable.
-game <directory> : Same as -vproject.

Other options:
-novconfig : Don't bring up graphical UI on vproject errors.
-dump : Write debugging .txt files.
-dumpnormals : Write normals to debug files.
-dumptrace : Write ray-tracing environment to debug files.
-threads : Control the number of threads vbsp uses (defaults to the #
or processors on your machine).
-lights <file> : Load a lights file in addition to lights.rad and the
level lights file.
-noextra : Disable supersampling.
-debugextra : Places debugging data in lightmaps to visualize
supersampling.
-smooth # : Set the threshold for smoothing groups, in degrees
(default 45).
-dlightmap : Force direct lighting into different lightmap than
radiosity.
-stoponexit : Wait for a keypress on exit.
-mpi_pw <pw> : Use a password to choose a specific set of VMPI workers.
-nodetaillight : Don't light detail props.
-centersamples : Move sample centers.
-luxeldensity # : Rescale all luxels by the specified amount (default: 1.0).
The number specified must be less than 1.0 or it will be
ignored.
-loghash : Log the sample hash table to samplehash.txt.
-onlydetail : Only light detail props and per-leaf lighting.
-maxdispsamplesize #: Set max displacement sample size (default: 512).
-softsun <n> : Treat the sun as an area light source of size <n> degrees. Produces soft shadows.
Recommended values are between 0 and 5. Default is 0.
-FullMinidumps : Write large minidumps on crash.
-chop : Smallest number of luxel widths for a bounce patch, used on edges
-maxchop : Coarsest allowed number of luxel widths for a patch, used in face interiors
-LargeDispSampleRadius: This can be used if there are splotches of bounced
light on terrain. The compile will take longer, but
it will gather light across a wider area.
-StaticPropLighting : generate backed static prop vertex lighting
-StaticPropPolys : Perform shadow tests of static props at polygon precision
-OnlyStaticProps : Only perform direct static prop lighting (vrad debug option)
-StaticPropNormals : when lighting static props, just show their normal vector
-textureshadows : Allows texture alpha channels to block light - rays intersecting alpha surfaces will sample the texture
-noskyboxrecurse : Turn off recursion into 3d skybox (skybox shadows on world)
-nossprops : Globally disable self-shadowing on static props