Map Not Loading
Quote from Another Bad Pun on August 14, 2011, 3:47 pmWhile putting the final touches on sp_eco_leaf_advanced, something strange has happened. WHen compiled, the map won't load. I've entered it from the console, but it load completely and then quit Portal 2 altogether with no error mesagges whatsoever. Here's the compile log:
- Code: Select all
-------------------------------------------------------------------------------
Running command: "c:program files (x86)steamsteamappscommonportal 2binvra
d.exe" -both -game "c:program files (x86)steamsteamappscommonportal 2porta
l2" "C:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmapssp_
eco_leaf_advanced"
-------------------------------------------------------------------------------Valve Software - vrad.exe SSE (May 3 2011)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']Loading c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
sp_eco_leaf_advanced.bsp
Setting up ray-trace acceleration structure... Done (2.41 seconds)
5718 faces
2 degenerate faces
713135 square feet [102691552.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
5716 patches before subdivision
81070 patches after subdivision
sun extent from map=0.087156
118 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (18)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6)
transfers 10350617, max 667
transfer lists: 79.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(208005, 228565, 243254)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(89430, 96838, 105162)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(44347, 46914, 51432)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(23281, 23718, 25948)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(12937, 12641, 13721)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(7433, 6933, 7429)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(4405, 3922, 4137)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(2668, 2268, 2348)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1648, 1341, 1360)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1034, 806, 801)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(657, 493, 479)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(421, 306, 290)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(273, 192, 178)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(178, 122, 110)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(117, 78, 69)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(77, 50, 43)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(51, 33, 27)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(34, 21, 17)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(22, 14, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(15, 9, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #21 added RGB(10, 6, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #22 added RGB(7, 4, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #23 added RGB(4, 3, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #24 added RGB(3, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #25 added RGB(2, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #26 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #27 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0257 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
FinalLightFace Done
50 of 50 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (3)
Writing leaf ambient...done
Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 98/1024 4704/49152 ( 9.6%)
brushes 2192/8192 26304/98304 (26.8%)
brushsides 16407/65536 131256/524288 (25.0%)
planes 10740/65536 214800/1310720 (16.4%)
vertexes 9762/65536 117144/786432 (14.9%)
nodes 2463/65536 78816/2097152 ( 3.8%)
texinfos 1929/12288 138888/884736 (15.7%)
texdata 128/2048 4096/65536 ( 6.3%)
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 5718/65536 320208/3670016 ( 8.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4409/65536 246904/3670016 ( 6.7%)
facebrushes 413/0 826/0 ( 0.0%)
facebrushlists 5718/0 22872/0 ( 0.0%)
leaves 2562/65536 81984/2097152 ( 3.9%)
leaffaces 7376/65536 14752/131072 (11.3%)
leafbrushes 3951/65536 7902/131072 ( 6.0%)
areas 3/256 24/2048 ( 1.2%)
surfedges 44114/512000 176456/2048000 ( 8.6%)
edges 26449/256000 105796/1024000 (10.3%)
LDR worldlights 118/8192 11800/819200 ( 1.4%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 536/32768 5360/327680 ( 1.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 9633/65536 19266/131072 (14.7%)
cubemapsamples 9/1024 144/16384 ( 0.9%)
overlays 115/512 40480/180224 (22.5%)
LDR lightdata [variable] 5475872/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 69734/16777216 ( 0.4%)
entdata [variable] 244802/393216 (62.3%)
LDR ambient table 2562/65536 10248/262144 ( 3.9%)
HDR ambient table 2562/65536 10248/262144 ( 3.9%)
LDR leaf ambient 11869/65536 332332/1835008 (18.1%)
HDR leaf ambient 2562/65536 71736/1835008 ( 3.9%)
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] 1/38852 ( 0.0%)
pakfile [variable] 756111/0 ( 0.0%)
physics [variable] 808380/4194304 (19.3%)
physics terrain [variable] 2/1048576 ( 0.0%)Level flags = 0
Total triangle count: 15167
Writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
sp_eco_leaf_advanced.bsp
36 seconds elapsed
Valve Software - vrad.exe SSE (May 3 2011)Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']Loading c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
sp_eco_leaf_advanced.bsp
Setting up ray-trace acceleration structure... Done (2.40 seconds)
5718 faces
2 degenerate faces
713135 square feet [102691552.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
5716 patches before subdivision
81070 patches after subdivision
sun extent from map=0.087156
118 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (19)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6)
transfers 10350617, max 667
transfer lists: 79.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(208005, 228566, 243255)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(89430, 96838, 105162)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(44347, 46914, 51433)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(23281, 23718, 25948)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(12937, 12641, 13721)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(7433, 6933, 7429)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(4405, 3922, 4137)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(2668, 2268, 2348)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1648, 1341, 1360)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1034, 806, 801)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(657, 493, 479)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(421, 306, 290)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(273, 192, 178)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(178, 122, 110)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(117, 78, 69)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(77, 50, 43)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #17 added RGB(51, 33, 27)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(34, 21, 17)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(22, 14, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(15, 9, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #21 added RGB(10, 6, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #22 added RGB(7, 4, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #23 added RGB(4, 3, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #24 added RGB(3, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #25 added RGB(2, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #26 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #27 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.2497 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
FinalLightFace Done
50 of 50 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (3)
Writing leaf ambient...done
Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 98/1024 4704/49152 ( 9.6%)
brushes 2192/8192 26304/98304 (26.8%)
brushsides 16407/65536 131256/524288 (25.0%)
planes 10740/65536 214800/1310720 (16.4%)
vertexes 9762/65536 117144/786432 (14.9%)
nodes 2463/65536 78816/2097152 ( 3.8%)
texinfos 1929/12288 138888/884736 (15.7%)
texdata 128/2048 4096/65536 ( 6.3%)
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 5718/65536 320208/3670016 ( 8.7%)
hdr faces 5718/65536 320208/3670016 ( 8.7%)
origfaces 4409/65536 246904/3670016 ( 6.7%)
facebrushes 413/0 826/0 ( 0.0%)
facebrushlists 5718/0 22872/0 ( 0.0%)
leaves 2562/65536 81984/2097152 ( 3.9%)
leaffaces 7376/65536 14752/131072 (11.3%)
leafbrushes 3951/65536 7902/131072 ( 6.0%)
areas 3/256 24/2048 ( 1.2%)
surfedges 44114/512000 176456/2048000 ( 8.6%)
edges 26449/256000 105796/1024000 (10.3%)
LDR worldlights 118/8192 11800/819200 ( 1.4%)
HDR worldlights 118/8192 11800/819200 ( 1.4%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 536/32768 5360/327680 ( 1.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 9633/65536 19266/131072 (14.7%)
cubemapsamples 9/1024 144/16384 ( 0.9%)
overlays 115/512 40480/180224 (22.5%)
LDR lightdata [variable] 5475872/0 ( 0.0%)
HDR lightdata [variable] 5475872/0 ( 0.0%)
visdata [variable] 69734/16777216 ( 0.4%)
entdata [variable] 244802/393216 (62.3%)
LDR ambient table 2562/65536 10248/262144 ( 3.9%)
HDR ambient table 2562/65536 10248/262144 ( 3.9%)
LDR leaf ambient 11869/65536 332332/1835008 (18.1%)
HDR leaf ambient 11869/65536 332332/1835008 (18.1%)
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] 1/38852 ( 0.0%)
pakfile [variable] 756111/0 ( 0.0%)
physics [variable] 808380/4194304 (19.3%)
physics terrain [variable] 2/1048576 ( 0.0%)Level flags = 0
Total triangle count: 15167
Writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
sp_eco_leaf_advanced.bsp
36 seconds elapsed-------------------------------------------------------------------------------
Running command: copy "C:Program Files (x86)Steamsteamappscommonportal 2sd
k_contentmapssp_eco_leaf_advanced.bsp" "c:program files (x86)steamsteamapps
commonportal 2portal2mapssp_eco_leaf_advanced.bsp"
-------------------------------------------------------------------------------Finished. Press a key to close.
Help urgently needed!
While putting the final touches on sp_eco_leaf_advanced, something strange has happened. WHen compiled, the map won't load. I've entered it from the console, but it load completely and then quit Portal 2 altogether with no error mesagges whatsoever. Here's the compile log:
- Code: Select all
-------------------------------------------------------------------------------
Running command: "c:program files (x86)steamsteamappscommonportal 2binvra
d.exe" -both -game "c:program files (x86)steamsteamappscommonportal 2porta
l2" "C:Program Files (x86)Steamsteamappscommonportal 2sdk_contentmapssp_
eco_leaf_advanced"
-------------------------------------------------------------------------------Valve Software - vrad.exe SSE (May 3 2011)
Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']Loading c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
sp_eco_leaf_advanced.bsp
Setting up ray-trace acceleration structure... Done (2.41 seconds)
5718 faces
2 degenerate faces
713135 square feet [102691552.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
5716 patches before subdivision
81070 patches after subdivision
sun extent from map=0.087156
118 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (18)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6)
transfers 10350617, max 667
transfer lists: 79.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(208005, 228565, 243254)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(89430, 96838, 105162)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(44347, 46914, 51432)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(23281, 23718, 25948)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(12937, 12641, 13721)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(7433, 6933, 7429)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(4405, 3922, 4137)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(2668, 2268, 2348)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1648, 1341, 1360)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1034, 806, 801)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(657, 493, 479)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(421, 306, 290)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #13 added RGB(273, 192, 178)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(178, 122, 110)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(117, 78, 69)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(77, 50, 43)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(51, 33, 27)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(34, 21, 17)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(22, 14, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(15, 9, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #21 added RGB(10, 6, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #22 added RGB(7, 4, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #23 added RGB(4, 3, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #24 added RGB(3, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #25 added RGB(2, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #26 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #27 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0257 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
FinalLightFace Done
50 of 50 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (3)
Writing leaf ambient...done
Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 98/1024 4704/49152 ( 9.6%)
brushes 2192/8192 26304/98304 (26.8%)
brushsides 16407/65536 131256/524288 (25.0%)
planes 10740/65536 214800/1310720 (16.4%)
vertexes 9762/65536 117144/786432 (14.9%)
nodes 2463/65536 78816/2097152 ( 3.8%)
texinfos 1929/12288 138888/884736 (15.7%)
texdata 128/2048 4096/65536 ( 6.3%)
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 5718/65536 320208/3670016 ( 8.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4409/65536 246904/3670016 ( 6.7%)
facebrushes 413/0 826/0 ( 0.0%)
facebrushlists 5718/0 22872/0 ( 0.0%)
leaves 2562/65536 81984/2097152 ( 3.9%)
leaffaces 7376/65536 14752/131072 (11.3%)
leafbrushes 3951/65536 7902/131072 ( 6.0%)
areas 3/256 24/2048 ( 1.2%)
surfedges 44114/512000 176456/2048000 ( 8.6%)
edges 26449/256000 105796/1024000 (10.3%)
LDR worldlights 118/8192 11800/819200 ( 1.4%)
HDR worldlights 0/8192 0/819200 ( 0.0%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 536/32768 5360/327680 ( 1.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 9633/65536 19266/131072 (14.7%)
cubemapsamples 9/1024 144/16384 ( 0.9%)
overlays 115/512 40480/180224 (22.5%)
LDR lightdata [variable] 5475872/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 69734/16777216 ( 0.4%)
entdata [variable] 244802/393216 (62.3%)
LDR ambient table 2562/65536 10248/262144 ( 3.9%)
HDR ambient table 2562/65536 10248/262144 ( 3.9%)
LDR leaf ambient 11869/65536 332332/1835008 (18.1%)
HDR leaf ambient 2562/65536 71736/1835008 ( 3.9%)
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] 1/38852 ( 0.0%)
pakfile [variable] 756111/0 ( 0.0%)
physics [variable] 808380/4194304 (19.3%)
physics terrain [variable] 2/1048576 ( 0.0%)Level flags = 0
Total triangle count: 15167
Writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
sp_eco_leaf_advanced.bsp
36 seconds elapsed
Valve Software - vrad.exe SSE (May 3 2011)Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']Loading c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
sp_eco_leaf_advanced.bsp
Setting up ray-trace acceleration structure... Done (2.40 seconds)
5718 faces
2 degenerate faces
713135 square feet [102691552.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
5716 patches before subdivision
81070 patches after subdivision
sun extent from map=0.087156
118 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (19)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6)
transfers 10350617, max 667
transfer lists: 79.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(208005, 228566, 243255)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(89430, 96838, 105162)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(44347, 46914, 51433)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(23281, 23718, 25948)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(12937, 12641, 13721)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(7433, 6933, 7429)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(4405, 3922, 4137)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(2668, 2268, 2348)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1648, 1341, 1360)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1034, 806, 801)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(657, 493, 479)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(421, 306, 290)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(273, 192, 178)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(178, 122, 110)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(117, 78, 69)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(77, 50, 43)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #17 added RGB(51, 33, 27)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #18 added RGB(34, 21, 17)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(22, 14, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #20 added RGB(15, 9, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #21 added RGB(10, 6, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #22 added RGB(7, 4, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #23 added RGB(4, 3, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #24 added RGB(3, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #25 added RGB(2, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #26 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #27 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.2497 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
FinalLightFace Done
50 of 50 (100% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (3)
Writing leaf ambient...done
Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 98/1024 4704/49152 ( 9.6%)
brushes 2192/8192 26304/98304 (26.8%)
brushsides 16407/65536 131256/524288 (25.0%)
planes 10740/65536 214800/1310720 (16.4%)
vertexes 9762/65536 117144/786432 (14.9%)
nodes 2463/65536 78816/2097152 ( 3.8%)
texinfos 1929/12288 138888/884736 (15.7%)
texdata 128/2048 4096/65536 ( 6.3%)
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 5718/65536 320208/3670016 ( 8.7%)
hdr faces 5718/65536 320208/3670016 ( 8.7%)
origfaces 4409/65536 246904/3670016 ( 6.7%)
facebrushes 413/0 826/0 ( 0.0%)
facebrushlists 5718/0 22872/0 ( 0.0%)
leaves 2562/65536 81984/2097152 ( 3.9%)
leaffaces 7376/65536 14752/131072 (11.3%)
leafbrushes 3951/65536 7902/131072 ( 6.0%)
areas 3/256 24/2048 ( 1.2%)
surfedges 44114/512000 176456/2048000 ( 8.6%)
edges 26449/256000 105796/1024000 (10.3%)
LDR worldlights 118/8192 11800/819200 ( 1.4%)
HDR worldlights 118/8192 11800/819200 ( 1.4%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 536/32768 5360/327680 ( 1.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 9633/65536 19266/131072 (14.7%)
cubemapsamples 9/1024 144/16384 ( 0.9%)
overlays 115/512 40480/180224 (22.5%)
LDR lightdata [variable] 5475872/0 ( 0.0%)
HDR lightdata [variable] 5475872/0 ( 0.0%)
visdata [variable] 69734/16777216 ( 0.4%)
entdata [variable] 244802/393216 (62.3%)
LDR ambient table 2562/65536 10248/262144 ( 3.9%)
HDR ambient table 2562/65536 10248/262144 ( 3.9%)
LDR leaf ambient 11869/65536 332332/1835008 (18.1%)
HDR leaf ambient 11869/65536 332332/1835008 (18.1%)
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] 1/38852 ( 0.0%)
pakfile [variable] 756111/0 ( 0.0%)
physics [variable] 808380/4194304 (19.3%)
physics terrain [variable] 2/1048576 ( 0.0%)Level flags = 0
Total triangle count: 15167
Writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmaps
sp_eco_leaf_advanced.bsp
36 seconds elapsed-------------------------------------------------------------------------------
Running command: copy "C:Program Files (x86)Steamsteamappscommonportal 2sd
k_contentmapssp_eco_leaf_advanced.bsp" "c:program files (x86)steamsteamapps
commonportal 2portal2mapssp_eco_leaf_advanced.bsp"
-------------------------------------------------------------------------------Finished. Press a key to close.
Help urgently needed!
Quote from blendmaster345 on August 14, 2011, 4:09 pmYou were not running vbsp. Try enabling BSP.
You were not running vbsp. Try enabling BSP.
Quote from Another Bad Pun on August 14, 2011, 4:15 pmHow do I do that? I compiled with all normal settings and HDR enabled.
How do I do that? I compiled with all normal settings and HDR enabled.
Quote from WinstonSmith on August 14, 2011, 4:40 pmAnother Bad Pun wrote:How do I do that? I compiled with all normal settings and HDR enabled.In the expert compile window under whatever configuration you're using, make sure the option marked with "BSP" is checked. It should be in there along with three other items: VIS, light, and game.
In the expert compile window under whatever configuration you're using, make sure the option marked with "BSP" is checked. It should be in there along with three other items: VIS, light, and game.
Quote from Another Bad Pun on August 14, 2011, 4:51 pmThey're all checked, I'm really confused. I'll just go ahead and redo the map, the compiler works fine on all my other ones. (Too bad becuase it was supposed to release today.) I'm fine though, the old one was incredibly messy anyway, so it's a good thing.
They're all checked, I'm really confused. I'll just go ahead and redo the map, the compiler works fine on all my other ones. (Too bad becuase it was supposed to release today.) I'm fine though, the old one was incredibly messy anyway, so it's a good thing. ![]()

