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Map Not Loading

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 Finish

Object 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 Finish

Object 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!

You were not running vbsp. Try enabling BSP.

This sentence is false!

How do I do that? I compiled with all normal settings and HDR enabled.

Another 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.

Image
Now with 100% more inline comments!

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. :)