map closing down portal2.exe
Quote from Fresh on June 5, 2011, 8:42 amJust created a map a little test map tp see if i could make it before i put it into my real map but whenever i try and start them map it will close portal2.exe after it loaded half way. This has happened on two maps i have re-downloaded both tools and portal 2 still get this error.
Any one know why i am sure i have built both of the test maps correctly i have posted both of the VMF files could some one please tell me what has gone wrong.
BSP Files to see if they work on your computer:
Map 1 - Jibberish2
http://dl.dropbox.com/u/15971566/jibberish2.bsp
Map 2 - Jibberish4
Just created a map a little test map tp see if i could make it before i put it into my real map but whenever i try and start them map it will close portal2.exe after it loaded half way. This has happened on two maps i have re-downloaded both tools and portal 2 still get this error.
Any one know why i am sure i have built both of the test maps correctly i have posted both of the VMF files could some one please tell me what has gone wrong.
BSP Files to see if they work on your computer:
Map 1 - Jibberish2
http://dl.dropbox.com/u/15971566/jibberish2.bsp
Map 2 - Jibberish4
Quote from Sliipperi on June 5, 2011, 11:27 amCompile log, please.
Compile log, please.
Quote from Sliipperi on June 5, 2011, 12:41 pmCompile your map, right click on the compile window (when it's done), select all and then copy. Paste it here.
Compile your map, right click on the compile window (when it's done), select all and then copy. Paste it here.
Quote from Fresh on June 5, 2011, 1:05 pmSliipperi wrote:Compile your map, right click on the compile window (when it's done), select all and then copy. Paste it here.it wont let me click any were on the CMD i have tapped right click like 100 times and it does not come up with any options, any chance you will be able to download the VMF files and do it for me because it aint working for me
it wont let me click any were on the CMD i have tapped right click like 100 times and it does not come up with any options, any chance you will be able to download the VMF files and do it for me because it aint working for me
Quote from Another Bad Pun on June 5, 2011, 1:13 pmThose aren't VMF files. They may be the source of them, but not actually VMF's. AKA nobody can open them.
To fix this, just add an attachment, and put the VMF file in the attachment.
PS
If you want to copy the compile log, it helps to check the wait until keypress option in the Basic compile settings.
Those aren't VMF files. They may be the source of them, but not actually VMF's. AKA nobody can open them.
To fix this, just add an attachment, and put the VMF file in the attachment.
PS
If you want to copy the compile log, it helps to check the wait until keypress option in the Basic compile settings.
Quote from Fresh on June 5, 2011, 1:20 pmAnother Bad Pun wrote:Those aren't VMF files. They may be the source of them, but not actually VMF's. AKA nobody can open them.To fix this, just add an attachment, and put the VMF file in the attachment.
PS
If you want to copy the compile log, it helps to check the wait until keypress option in the Basic compile settings.
MY FIRST MAP COMPILE LOG IS
- Code: Select all
-------------------------------------------------------------------------------
Running command: cd "c:program files (x86)steamsteamappscommonportal 2bin"-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "c:program files (x86)steamsteamappscommonportal 2binvbs
p.exe" -game "c:program files (x86)steamsteamappscommonportal 2portal2" "C
:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmapsjibberish
4.vmf"
-------------------------------------------------------------------------------Valve Software - vbsp.exe (May 3 2011)
2 threads
materialPath: c:program files (x86)steamsteamappscommonportal 2portal2mat
erials
Loading C:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmaps
jibberish4.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)Steamsteamappscommonportal 2sdk_contentmaps
jibberish4.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) (4959 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 9 texinfos to 6
Reduced 1 texdatas to 1 (37 bytes to 37)
Writing C:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmaps
jibberish4.bsp
0 seconds elapsed-------------------------------------------------------------------------------
Running command: cd "c:program files (x86)steamsteamappscommonportal 2bin"-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "c:program files (x86)steamsteamappscommonportal 2binvvi
s.exe" -game "c:program files (x86)steamsteamappscommonportal 2portal2" "C
:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmapsjibberish
4"
-------------------------------------------------------------------------------Valve Software - vvis.exe (May 3 2011)
2 threads
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
jibberish4.bsp
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
jibberish4.prt
20 portalclusters
37 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: 260
Average clusters visible: 13
Building PAS...
Average clusters audible: 20
visdatasize:284 compressed from 320
writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
jibberish4.bsp
0 seconds elapsed-------------------------------------------------------------------------------
Running command: cd "c:program files (x86)steamsteamappscommonportal 2bin"-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "c:program files (x86)steamsteamappscommonportal 2binvra
d.exe" -game "c:program files (x86)steamsteamappscommonportal 2portal2" "
C:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmapsjibberis
h4"
-------------------------------------------------------------------------------Valve Software - vrad.exe SSE (May 3 2011)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']Loading c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
jibberish4.bsp
Setting up ray-trace acceleration structure... Done (0.01 seconds)
120 faces
134172 square feet [19320832.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
120 patches before subdivision
16456 patches after subdivision
0 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 1914918, max 368
transfer lists: 14.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0159 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 (0)
Writing leaf ambient...done
Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 13/8192 156/98304 ( 0.2%)
brushsides 78/65536 624/524288 ( 0.1%)
planes 84/65536 1680/1310720 ( 0.1%)
vertexes 169/65536 2028/786432 ( 0.3%)
nodes 68/65536 2176/2097152 ( 0.1%)
texinfos 6/12288 432/884736 ( 0.0%)
texdata 1/2048 32/65536 ( 0.0%)
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 120/65536 6720/3670016 ( 0.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 28/65536 1568/3670016 ( 0.0%)
facebrushes 24/0 48/0 ( 0.0%)
facebrushlists 120/0 480/0 ( 0.0%)
leaves 71/65536 2272/2097152 ( 0.1%)
leaffaces 184/65536 368/131072 ( 0.3%)
leafbrushes 36/65536 72/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 620/512000 2480/2048000 ( 0.1%)
edges 347/256000 1388/1024000 ( 0.1%)
LDR worldlights 0/8192 0/819200 ( 0.0%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1324288/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 284/16777216 ( 0.0%)
entdata [variable] 3345/393216 ( 0.9%)
LDR ambient table 71/65536 284/262144 ( 0.1%)
HDR ambient table 71/65536 284/262144 ( 0.1%)
LDR leaf ambient 26/65536 728/1835008 ( 0.0%)
HDR leaf ambient 71/65536 1988/1835008 ( 0.1%)
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] 1/12 ( 8.3%)
pakfile [variable] 74438/0 ( 0.0%)
physics [variable] 4959/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)Level flags = 0
Total triangle count: 268
Writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
jibberish4.bsp
2 seconds elapsed-------------------------------------------------------------------------------
Running command: copy "C:Program Files (x86)Steamsteamappscommonportal 2sd
k_contentmapsjibberish4.bsp" "c:program files (x86)steamsteamappscommonpo
rtal 2portal2mapsjibberish4.bsp"
-------------------------------------------------------------------------------Finished. Press a key to close.
My SECOND MAP COMPILE LOG
- Code: Select all
-------------------------------------------------------------------------------
Running command: cd "c:program files (x86)steamsteamappscommonportal 2bin"-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "c:program files (x86)steamsteamappscommonportal 2binvbs
p.exe" -game "c:program files (x86)steamsteamappscommonportal 2portal2" "C
:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmapsjibberish
4.vmf"
-------------------------------------------------------------------------------Valve Software - vbsp.exe (May 3 2011)
2 threads
materialPath: c:program files (x86)steamsteamappscommonportal 2portal2mat
erials
Loading C:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmaps
jibberish4.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)Steamsteamappscommonportal 2sdk_contentmaps
jibberish4.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) (4959 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 9 texinfos to 6
Reduced 1 texdatas to 1 (37 bytes to 37)
Writing C:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmaps
jibberish4.bsp
0 seconds elapsed-------------------------------------------------------------------------------
Running command: cd "c:program files (x86)steamsteamappscommonportal 2bin"-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "c:program files (x86)steamsteamappscommonportal 2binvvi
s.exe" -game "c:program files (x86)steamsteamappscommonportal 2portal2" "C
:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmapsjibberish
4"
-------------------------------------------------------------------------------Valve Software - vvis.exe (May 3 2011)
2 threads
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
jibberish4.bsp
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
jibberish4.prt
20 portalclusters
37 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: 260
Average clusters visible: 13
Building PAS...
Average clusters audible: 20
visdatasize:284 compressed from 320
writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
jibberish4.bsp
0 seconds elapsed-------------------------------------------------------------------------------
Running command: cd "c:program files (x86)steamsteamappscommonportal 2bin"-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "c:program files (x86)steamsteamappscommonportal 2binvra
d.exe" -game "c:program files (x86)steamsteamappscommonportal 2portal2" "
C:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmapsjibberis
h4"
-------------------------------------------------------------------------------Valve Software - vrad.exe SSE (May 3 2011)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']Loading c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
jibberish4.bsp
Setting up ray-trace acceleration structure... Done (0.01 seconds)
120 faces
134172 square feet [19320832.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
120 patches before subdivision
16456 patches after subdivision
0 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 1914918, max 368
transfer lists: 14.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0159 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 (0)
Writing leaf ambient...done
Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 13/8192 156/98304 ( 0.2%)
brushsides 78/65536 624/524288 ( 0.1%)
planes 84/65536 1680/1310720 ( 0.1%)
vertexes 169/65536 2028/786432 ( 0.3%)
nodes 68/65536 2176/2097152 ( 0.1%)
texinfos 6/12288 432/884736 ( 0.0%)
texdata 1/2048 32/65536 ( 0.0%)
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 120/65536 6720/3670016 ( 0.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 28/65536 1568/3670016 ( 0.0%)
facebrushes 24/0 48/0 ( 0.0%)
facebrushlists 120/0 480/0 ( 0.0%)
leaves 71/65536 2272/2097152 ( 0.1%)
leaffaces 184/65536 368/131072 ( 0.3%)
leafbrushes 36/65536 72/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 620/512000 2480/2048000 ( 0.1%)
edges 347/256000 1388/1024000 ( 0.1%)
LDR worldlights 0/8192 0/819200 ( 0.0%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1324288/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 284/16777216 ( 0.0%)
entdata [variable] 3345/393216 ( 0.9%)
LDR ambient table 71/65536 284/262144 ( 0.1%)
HDR ambient table 71/65536 284/262144 ( 0.1%)
LDR leaf ambient 26/65536 728/1835008 ( 0.0%)
HDR leaf ambient 71/65536 1988/1835008 ( 0.1%)
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] 1/12 ( 8.3%)
pakfile [variable] 74438/0 ( 0.0%)
physics [variable] 4959/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)Level flags = 0
Total triangle count: 268
Writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
jibberish4.bsp
2 seconds elapsed-------------------------------------------------------------------------------
Running command: copy "C:Program Files (x86)Steamsteamappscommonportal 2sd
k_contentmapsjibberish4.bsp" "c:program files (x86)steamsteamappscommonpo
rtal 2portal2mapsjibberish4.bsp"
-------------------------------------------------------------------------------Finished. Press a key to close.
To fix this, just add an attachment, and put the VMF file in the attachment.
PS
If you want to copy the compile log, it helps to check the wait until keypress option in the Basic compile settings.
MY FIRST MAP COMPILE LOG IS
- Code: Select all
-------------------------------------------------------------------------------
Running command: cd "c:program files (x86)steamsteamappscommonportal 2bin"-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "c:program files (x86)steamsteamappscommonportal 2binvbs
p.exe" -game "c:program files (x86)steamsteamappscommonportal 2portal2" "C
:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmapsjibberish
4.vmf"
-------------------------------------------------------------------------------Valve Software - vbsp.exe (May 3 2011)
2 threads
materialPath: c:program files (x86)steamsteamappscommonportal 2portal2mat
erials
Loading C:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmaps
jibberish4.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)Steamsteamappscommonportal 2sdk_contentmaps
jibberish4.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) (4959 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 9 texinfos to 6
Reduced 1 texdatas to 1 (37 bytes to 37)
Writing C:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmaps
jibberish4.bsp
0 seconds elapsed-------------------------------------------------------------------------------
Running command: cd "c:program files (x86)steamsteamappscommonportal 2bin"-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "c:program files (x86)steamsteamappscommonportal 2binvvi
s.exe" -game "c:program files (x86)steamsteamappscommonportal 2portal2" "C
:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmapsjibberish
4"
-------------------------------------------------------------------------------Valve Software - vvis.exe (May 3 2011)
2 threads
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
jibberish4.bsp
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
jibberish4.prt
20 portalclusters
37 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: 260
Average clusters visible: 13
Building PAS...
Average clusters audible: 20
visdatasize:284 compressed from 320
writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
jibberish4.bsp
0 seconds elapsed-------------------------------------------------------------------------------
Running command: cd "c:program files (x86)steamsteamappscommonportal 2bin"-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "c:program files (x86)steamsteamappscommonportal 2binvra
d.exe" -game "c:program files (x86)steamsteamappscommonportal 2portal2" "
C:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmapsjibberis
h4"
-------------------------------------------------------------------------------Valve Software - vrad.exe SSE (May 3 2011)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']Loading c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
jibberish4.bsp
Setting up ray-trace acceleration structure... Done (0.01 seconds)
120 faces
134172 square feet [19320832.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
120 patches before subdivision
16456 patches after subdivision
0 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 1914918, max 368
transfer lists: 14.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0159 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 (0)
Writing leaf ambient...done
Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 13/8192 156/98304 ( 0.2%)
brushsides 78/65536 624/524288 ( 0.1%)
planes 84/65536 1680/1310720 ( 0.1%)
vertexes 169/65536 2028/786432 ( 0.3%)
nodes 68/65536 2176/2097152 ( 0.1%)
texinfos 6/12288 432/884736 ( 0.0%)
texdata 1/2048 32/65536 ( 0.0%)
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 120/65536 6720/3670016 ( 0.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 28/65536 1568/3670016 ( 0.0%)
facebrushes 24/0 48/0 ( 0.0%)
facebrushlists 120/0 480/0 ( 0.0%)
leaves 71/65536 2272/2097152 ( 0.1%)
leaffaces 184/65536 368/131072 ( 0.3%)
leafbrushes 36/65536 72/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 620/512000 2480/2048000 ( 0.1%)
edges 347/256000 1388/1024000 ( 0.1%)
LDR worldlights 0/8192 0/819200 ( 0.0%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1324288/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 284/16777216 ( 0.0%)
entdata [variable] 3345/393216 ( 0.9%)
LDR ambient table 71/65536 284/262144 ( 0.1%)
HDR ambient table 71/65536 284/262144 ( 0.1%)
LDR leaf ambient 26/65536 728/1835008 ( 0.0%)
HDR leaf ambient 71/65536 1988/1835008 ( 0.1%)
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] 1/12 ( 8.3%)
pakfile [variable] 74438/0 ( 0.0%)
physics [variable] 4959/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)Level flags = 0
Total triangle count: 268
Writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
jibberish4.bsp
2 seconds elapsed-------------------------------------------------------------------------------
Running command: copy "C:Program Files (x86)Steamsteamappscommonportal 2sd
k_contentmapsjibberish4.bsp" "c:program files (x86)steamsteamappscommonpo
rtal 2portal2mapsjibberish4.bsp"
-------------------------------------------------------------------------------Finished. Press a key to close.
My SECOND MAP COMPILE LOG
- Code: Select all
-------------------------------------------------------------------------------
Running command: cd "c:program files (x86)steamsteamappscommonportal 2bin"-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "c:program files (x86)steamsteamappscommonportal 2binvbs
p.exe" -game "c:program files (x86)steamsteamappscommonportal 2portal2" "C
:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmapsjibberish
4.vmf"
-------------------------------------------------------------------------------Valve Software - vbsp.exe (May 3 2011)
2 threads
materialPath: c:program files (x86)steamsteamappscommonportal 2portal2mat
erials
Loading C:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmaps
jibberish4.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)Steamsteamappscommonportal 2sdk_contentmaps
jibberish4.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) (4959 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 9 texinfos to 6
Reduced 1 texdatas to 1 (37 bytes to 37)
Writing C:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmaps
jibberish4.bsp
0 seconds elapsed-------------------------------------------------------------------------------
Running command: cd "c:program files (x86)steamsteamappscommonportal 2bin"-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "c:program files (x86)steamsteamappscommonportal 2binvvi
s.exe" -game "c:program files (x86)steamsteamappscommonportal 2portal2" "C
:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmapsjibberish
4"
-------------------------------------------------------------------------------Valve Software - vvis.exe (May 3 2011)
2 threads
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
jibberish4.bsp
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
jibberish4.prt
20 portalclusters
37 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: 260
Average clusters visible: 13
Building PAS...
Average clusters audible: 20
visdatasize:284 compressed from 320
writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
jibberish4.bsp
0 seconds elapsed-------------------------------------------------------------------------------
Running command: cd "c:program files (x86)steamsteamappscommonportal 2bin"-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command: "c:program files (x86)steamsteamappscommonportal 2binvra
d.exe" -game "c:program files (x86)steamsteamappscommonportal 2portal2" "
C:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmapsjibberis
h4"
-------------------------------------------------------------------------------Valve Software - vrad.exe SSE (May 3 2011)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']Loading c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
jibberish4.bsp
Setting up ray-trace acceleration structure... Done (0.01 seconds)
120 faces
134172 square feet [19320832.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
120 patches before subdivision
16456 patches after subdivision
0 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 1914918, max 368
transfer lists: 14.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0159 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 (0)
Writing leaf ambient...done
Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 13/8192 156/98304 ( 0.2%)
brushsides 78/65536 624/524288 ( 0.1%)
planes 84/65536 1680/1310720 ( 0.1%)
vertexes 169/65536 2028/786432 ( 0.3%)
nodes 68/65536 2176/2097152 ( 0.1%)
texinfos 6/12288 432/884736 ( 0.0%)
texdata 1/2048 32/65536 ( 0.0%)
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 120/65536 6720/3670016 ( 0.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 28/65536 1568/3670016 ( 0.0%)
facebrushes 24/0 48/0 ( 0.0%)
facebrushlists 120/0 480/0 ( 0.0%)
leaves 71/65536 2272/2097152 ( 0.1%)
leaffaces 184/65536 368/131072 ( 0.3%)
leafbrushes 36/65536 72/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 620/512000 2480/2048000 ( 0.1%)
edges 347/256000 1388/1024000 ( 0.1%)
LDR worldlights 0/8192 0/819200 ( 0.0%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1324288/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 284/16777216 ( 0.0%)
entdata [variable] 3345/393216 ( 0.9%)
LDR ambient table 71/65536 284/262144 ( 0.1%)
HDR ambient table 71/65536 284/262144 ( 0.1%)
LDR leaf ambient 26/65536 728/1835008 ( 0.0%)
HDR leaf ambient 71/65536 1988/1835008 ( 0.1%)
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] 1/12 ( 8.3%)
pakfile [variable] 74438/0 ( 0.0%)
physics [variable] 4959/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)Level flags = 0
Total triangle count: 268
Writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
jibberish4.bsp
2 seconds elapsed-------------------------------------------------------------------------------
Running command: copy "C:Program Files (x86)Steamsteamappscommonportal 2sd
k_contentmapsjibberish4.bsp" "c:program files (x86)steamsteamappscommonpo
rtal 2portal2mapsjibberish4.bsp"
-------------------------------------------------------------------------------Finished. Press a key to close.
Quote from Another Bad Pun on June 5, 2011, 1:38 pmOkay. I've had this problem before. Your compile log looks alot shorter than it should be, (even though it takes up about 12 of this thread space,) which means you have an entitie in there that the compiler doesn't like. This usually happens to me when I have a model set up as the wrong type, (like if I accidently put a model that's made for prop_static in a prop_physics,) or an trigger_wind set up wrong.
PS
It would really help if you edited your post and put both of the compile logs in two seperate code tags like this:
- Code: Select all
THIS IS COMPILE LOG(But not literaly like what I did.)
EDIT: Lol ninja'd
Okay. I've had this problem before. Your compile log looks alot shorter than it should be, (even though it takes up about 12 of this thread space,) which means you have an entitie in there that the compiler doesn't like. This usually happens to me when I have a model set up as the wrong type, (like if I accidently put a model that's made for prop_static in a prop_physics,) or an trigger_wind set up wrong.
PS
It would really help if you edited your post and put both of the compile logs in two seperate code tags like this:
- Code: Select all
THIS IS COMPILE LOG
(But not literaly like what I did.)
EDIT: Lol ninja'd
Quote from Another Bad Pun on June 5, 2011, 1:54 pmOkay I opened jibberish4 and your entities keep reffering to an entity called simple panel which I can't find in the actual map.
Okay I opened jibberish4 and your entities keep reffering to an entity called simple panel which I can't find in the actual map. ![]()
