Portal 2 Crashes When Compiling A Map With The Peti Editor
Quote from generalbrody8 on March 3, 2014, 2:58 pmHello!
I have a problem. Portal 2 crashes every time i try to compile a map with the Peti Editor!
I have tried verifying my game cache a few times, it says there is one file missing every time!
It does it for every chamber, even the default start one.
Anyone have ideas? Thanks!
Hello!
I have a problem. Portal 2 crashes every time i try to compile a map with the Peti Editor!
I have tried verifying my game cache a few times, it says there is one file missing every time!
It does it for every chamber, even the default start one.
Anyone have ideas? Thanks!
Quote from FelixGriffin on March 3, 2014, 3:08 pmOpen the console when you start compiling, and look at the log after it crashes (which should be in sdk_content/maps/preview.log). What does it say?
Open the console when you start compiling, and look at the log after it crashes (which should be in sdk_content/maps/preview.log). What does it say?
Quote from generalbrody8 on March 3, 2014, 4:19 pmWell, I cant open the console while its compiling, But i let it crash anyway. Here is the latest entry into the log, But i don't see any errors
- Code: Select all
[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']Loading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapspreview.bsp
Loaded alpha texture materialsToolstoolsinvisible.vtf
3112 faces
257969 square feet [37147612.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
3112 patches before subdivision
zero area child patch
29130 patches after subdivision
112 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 3105964, max 522
transfer lists: 23.7 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(68409, 85348, 96075)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(38611, 48487, 54720)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(22290, 28085, 31716)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(12873, 16260, 18364)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(7458, 9440, 10662)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(4323, 5481, 6190)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(2508, 3186, 3597)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(1456, 1852, 2091)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(846, 1078, 1216)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(492, 627, 707)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(286, 365, 412)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(166, 213, 240)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(97, 124, 139)
0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(56, 72, 81)
0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(33, 42, 47)
0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(19, 25, 28)
0...1...2...3...4...5...6...7...8...9...10 Bounce #17 added RGB(11, 14, 16)
0...1...2...3...4...5...6...7...8...9...10 Bounce #18 added RGB(6, 8, 9)
0...1...2...3...4...5...6...7...8...9...10 Bounce #19 added RGB(4, 5, 5)
0...1...2...3...4...5...6...7...8...9...10 Bounce #20 added RGB(2, 3, 3)
0...1...2...3...4...5...6...7...8...9...10 Bounce #21 added RGB(1, 2, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #22 added RGB(1, 1, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #23 added RGB(0, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0052 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
28 of 28 (100% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10
Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 177/1024 8496/49152 (17.3%)
brushes 1964/8192 23568/98304 (24.0%)
brushsides 16089/65536 128712/524288 (24.5%)
planes 8772/65536 175440/1310720 (13.4%)
vertexes 6634/65536 79608/786432 (10.1%)
nodes 2674/65536 85568/2097152 ( 4.1%)
texinfos 810/12288 58320/884736 ( 6.6%)
texdata 54/2048 1728/65536 ( 2.6%)
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 3112/65536 174272/3670016 ( 4.7%)
hdr faces 3112/65536 174272/3670016 ( 4.7%)
origfaces 2619/65536 146664/3670016 ( 4.0%)
facebrushes 1270/0 2540/0 ( 0.0%)
facebrushlists 3112/0 12448/0 ( 0.0%)
leaves 2852/65536 91264/2097152 ( 4.4%)
leaffaces 3512/65536 7024/131072 ( 5.4%)
leafbrushes 5360/65536 10720/131072 ( 8.2%)
areas 12/256 96/2048 ( 4.7%)
surfedges 24336/512000 97344/2048000 ( 4.8%)
edges 14581/256000 58324/1024000 ( 5.7%)
LDR worldlights 0/8192 0/819200 ( 0.0%)
HDR worldlights 112/8192 11200/819200 ( 1.4%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 263/32768 2630/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4743/65536 9486/131072 ( 7.2%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 20/512 7040/180224 ( 3.9%)
LDR lightdata [variable] 0/0 ( 0.0%)
HDR lightdata [variable] 1926008/0 ( 0.0%)
visdata [variable] 42851/16777216 ( 0.3%)
entdata [variable] 212969/393216 (54.2%)
LDR ambient table 2852/65536 11408/262144 ( 4.4%)
HDR ambient table 2852/65536 11408/262144 ( 4.4%)
LDR leaf ambient 2852/65536 79856/1835008 ( 4.4%)
HDR leaf ambient 5709/65536 159852/1835008 ( 8.7%)
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] 1/23600 ( 0.0%)
pakfile [variable] 966963/0 ( 0.0%)
physics [variable] 736904/4194304 (17.6%)
physics terrain [variable] 2/1048576 ( 0.0%)Level flags = 2
Total triangle count: 7604
Writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmapspreview.bsp
13 seconds elapsed
Well, I cant open the console while its compiling, But i let it crash anyway. Here is the latest entry into the log, But i don't see any errors
- Code: Select all
[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']Loading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapspreview.bsp
Loaded alpha texture materialsToolstoolsinvisible.vtf
3112 faces
257969 square feet [37147612.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
3112 patches before subdivision
zero area child patch
29130 patches after subdivision
112 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 3105964, max 522
transfer lists: 23.7 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(68409, 85348, 96075)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(38611, 48487, 54720)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(22290, 28085, 31716)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(12873, 16260, 18364)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(7458, 9440, 10662)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(4323, 5481, 6190)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(2508, 3186, 3597)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(1456, 1852, 2091)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(846, 1078, 1216)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(492, 627, 707)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(286, 365, 412)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(166, 213, 240)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(97, 124, 139)
0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(56, 72, 81)
0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(33, 42, 47)
0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(19, 25, 28)
0...1...2...3...4...5...6...7...8...9...10 Bounce #17 added RGB(11, 14, 16)
0...1...2...3...4...5...6...7...8...9...10 Bounce #18 added RGB(6, 8, 9)
0...1...2...3...4...5...6...7...8...9...10 Bounce #19 added RGB(4, 5, 5)
0...1...2...3...4...5...6...7...8...9...10 Bounce #20 added RGB(2, 3, 3)
0...1...2...3...4...5...6...7...8...9...10 Bounce #21 added RGB(1, 2, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #22 added RGB(1, 1, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #23 added RGB(0, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0052 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
28 of 28 (100% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10
Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 177/1024 8496/49152 (17.3%)
brushes 1964/8192 23568/98304 (24.0%)
brushsides 16089/65536 128712/524288 (24.5%)
planes 8772/65536 175440/1310720 (13.4%)
vertexes 6634/65536 79608/786432 (10.1%)
nodes 2674/65536 85568/2097152 ( 4.1%)
texinfos 810/12288 58320/884736 ( 6.6%)
texdata 54/2048 1728/65536 ( 2.6%)
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 3112/65536 174272/3670016 ( 4.7%)
hdr faces 3112/65536 174272/3670016 ( 4.7%)
origfaces 2619/65536 146664/3670016 ( 4.0%)
facebrushes 1270/0 2540/0 ( 0.0%)
facebrushlists 3112/0 12448/0 ( 0.0%)
leaves 2852/65536 91264/2097152 ( 4.4%)
leaffaces 3512/65536 7024/131072 ( 5.4%)
leafbrushes 5360/65536 10720/131072 ( 8.2%)
areas 12/256 96/2048 ( 4.7%)
surfedges 24336/512000 97344/2048000 ( 4.8%)
edges 14581/256000 58324/1024000 ( 5.7%)
LDR worldlights 0/8192 0/819200 ( 0.0%)
HDR worldlights 112/8192 11200/819200 ( 1.4%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 263/32768 2630/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4743/65536 9486/131072 ( 7.2%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 20/512 7040/180224 ( 3.9%)
LDR lightdata [variable] 0/0 ( 0.0%)
HDR lightdata [variable] 1926008/0 ( 0.0%)
visdata [variable] 42851/16777216 ( 0.3%)
entdata [variable] 212969/393216 (54.2%)
LDR ambient table 2852/65536 11408/262144 ( 4.4%)
HDR ambient table 2852/65536 11408/262144 ( 4.4%)
LDR leaf ambient 2852/65536 79856/1835008 ( 4.4%)
HDR leaf ambient 5709/65536 159852/1835008 ( 8.7%)
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] 1/23600 ( 0.0%)
pakfile [variable] 966963/0 ( 0.0%)
physics [variable] 736904/4194304 (17.6%)
physics terrain [variable] 2/1048576 ( 0.0%)Level flags = 2
Total triangle count: 7604
Writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmapspreview.bsp
13 seconds elapsed
Quote from FelixGriffin on March 3, 2014, 6:30 pmInteresting, that looks like a complete VBSP output without VVIS or VRAD (someone correct me if I'm wrong about this). Try deleting your bin/vvis.exe file, then validating.
Interesting, that looks like a complete VBSP output without VVIS or VRAD (someone correct me if I'm wrong about this). Try deleting your bin/vvis.exe file, then validating.
Quote from generalbrody8 on March 3, 2014, 8:19 pmOK, I deleted the file and validated. I tried compiling a map, and it still crashes. Here is the log:
- Code: Select all
materialPath: C:Program Files (x86)SteamsteamappscommonPortal 2portal2materials
Loading C:/Program Files (x86)/Steam/steamapps/common/Portal 2/sdk_contentmaps/preview.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 790 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:/Program Files (x86)/Steam/steamapps/common/Portal 2/sdk_contentmaps/preview.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) (736904 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2840 texinfos to 810
Reduced 60 texdatas to 54 (1777 bytes to 1607)
Writing C:/Program Files (x86)/Steam/steamapps/common/Portal 2/sdk_contentmaps/preview.bspnummapplanes: ( 8772 / 65536 )
nummapbrushes: ( 1964 / 8192 )
nummapbrushsides: ( 16039 / 65536 )
num_map_overlays: ( 20 / 512 )
nummodels: ( 177 / 1024 )
num_entities: ( 738 / 1750 )4 seconds elapsed
8 threads
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapspreview.bsp
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapspreview.prt
558 portalclusters
1411 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 71 visible clusters (0.00%)
Total clusters visible: 48630
Average clusters visible: 87
Building PAS...
Average clusters audible: 201
visdatasize:42851 compressed from 80352
writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmapspreview.bsp
0 seconds elapsed[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']Loading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapspreview.bsp
Loaded alpha texture materialsToolstoolsinvisible.vtf
3112 faces
257969 square feet [37147612.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
3112 patches before subdivision
zero area child patch
29130 patches after subdivision
112 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 3105964, max 522
transfer lists: 23.7 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(68408, 85347, 96075)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(38611, 48487, 54720)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(22290, 28085, 31716)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(12873, 16260, 18364)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(7458, 9440, 10662)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(4323, 5481, 6190)
0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(2508, 3186, 3597)
0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(1456, 1852, 2091)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(846, 1078, 1216)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(492, 627, 707)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(286, 365, 412)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(166, 213, 240)
0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(97, 124, 139)
0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(56, 72, 81)
0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(33, 42, 47)
0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(19, 25, 28)
0...1...2...3...4...5...6...7...8...9...10 Bounce #17 added RGB(11, 14, 16)
0...1...2...3...4...5...6...7...8...9...10 Bounce #18 added RGB(6, 8, 9)
0...1...2...3...4...5...6...7...8...9...10 Bounce #19 added RGB(4, 5, 5)
0...1...2...3...4...5...6...7...8...9...10 Bounce #20 added RGB(2, 3, 3)
0...1...2...3...4...5...6...7...8...9...10 Bounce #21 added RGB(1, 2, 2)
0...1...2...3...4...5...6...7...8...9...10 Bounce #22 added RGB(1, 1, 1)
0...1...2...3...4...5...6...7...8...9...10 Bounce #23 added RGB(0, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0051 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
28 of 28 (100% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10
Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 177/1024 8496/49152 (17.3%)
brushes 1964/8192 23568/98304 (24.0%)
brushsides 16089/65536 128712/524288 (24.5%)
planes 8772/65536 175440/1310720 (13.4%)
vertexes 6634/65536 79608/786432 (10.1%)
nodes 2674/65536 85568/2097152 ( 4.1%)
texinfos 810/12288 58320/884736 ( 6.6%)
texdata 54/2048 1728/65536 ( 2.6%)
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 3112/65536 174272/3670016 ( 4.7%)
hdr faces 3112/65536 174272/3670016 ( 4.7%)
origfaces 2619/65536 146664/3670016 ( 4.0%)
facebrushes 1270/0 2540/0 ( 0.0%)
facebrushlists 3112/0 12448/0 ( 0.0%)
leaves 2852/65536 91264/2097152 ( 4.4%)
leaffaces 3512/65536 7024/131072 ( 5.4%)
leafbrushes 5360/65536 10720/131072 ( 8.2%)
areas 12/256 96/2048 ( 4.7%)
surfedges 24336/512000 97344/2048000 ( 4.8%)
edges 14581/256000 58324/1024000 ( 5.7%)
LDR worldlights 0/8192 0/819200 ( 0.0%)
HDR worldlights 112/8192 11200/819200 ( 1.4%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 263/32768 2630/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4743/65536 9486/131072 ( 7.2%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 20/512 7040/180224 ( 3.9%)
LDR lightdata [variable] 0/0 ( 0.0%)
HDR lightdata [variable] 1926008/0 ( 0.0%)
visdata [variable] 42851/16777216 ( 0.3%)
entdata [variable] 212858/393216 (54.1%)
LDR ambient table 2852/65536 11408/262144 ( 4.4%)
HDR ambient table 2852/65536 11408/262144 ( 4.4%)
LDR leaf ambient 2852/65536 79856/1835008 ( 4.4%)
HDR leaf ambient 5709/65536 159852/1835008 ( 8.7%)
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] 1/23600 ( 0.0%)
pakfile [variable] 966963/0 ( 0.0%)
physics [variable] 736904/4194304 (17.6%)
physics terrain [variable] 2/1048576 ( 0.0%)Level flags = 2
Total triangle count: 7604
Writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmapspreview.bsp
13 seconds elapsed
OK, I deleted the file and validated. I tried compiling a map, and it still crashes. Here is the log:
- Code: Select all
materialPath: C:Program Files (x86)SteamsteamappscommonPortal 2portal2materials
Loading C:/Program Files (x86)/Steam/steamapps/common/Portal 2/sdk_contentmaps/preview.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 790 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:/Program Files (x86)/Steam/steamapps/common/Portal 2/sdk_contentmaps/preview.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) (736904 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2840 texinfos to 810
Reduced 60 texdatas to 54 (1777 bytes to 1607)
Writing C:/Program Files (x86)/Steam/steamapps/common/Portal 2/sdk_contentmaps/preview.bspnummapplanes: ( 8772 / 65536 )
nummapbrushes: ( 1964 / 8192 )
nummapbrushsides: ( 16039 / 65536 )
num_map_overlays: ( 20 / 512 )
nummodels: ( 177 / 1024 )
num_entities: ( 738 / 1750 )4 seconds elapsed
8 threads
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapspreview.bsp
reading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapspreview.prt
558 portalclusters
1411 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 71 visible clusters (0.00%)
Total clusters visible: 48630
Average clusters visible: 87
Building PAS...
Average clusters audible: 201
visdatasize:42851 compressed from 80352
writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmapspreview.bsp
0 seconds elapsed[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']Loading c:program files (x86)steamsteamappscommonportal 2sdk_contentmapspreview.bsp
Loaded alpha texture materialsToolstoolsinvisible.vtf
3112 faces
257969 square feet [37147612.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
3112 patches before subdivision
zero area child patch
29130 patches after subdivision
112 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 3105964, max 522
transfer lists: 23.7 megs
0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(68408, 85347, 96075)
0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(38611, 48487, 54720)
0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(22290, 28085, 31716)
0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(12873, 16260, 18364)
0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(7458, 9440, 10662)
0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(4323, 5481, 6190)
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0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(1456, 1852, 2091)
0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(846, 1078, 1216)
0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(492, 627, 707)
0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(286, 365, 412)
0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(166, 213, 240)
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0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(33, 42, 47)
0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(19, 25, 28)
0...1...2...3...4...5...6...7...8...9...10 Bounce #17 added RGB(11, 14, 16)
0...1...2...3...4...5...6...7...8...9...10 Bounce #18 added RGB(6, 8, 9)
0...1...2...3...4...5...6...7...8...9...10 Bounce #19 added RGB(4, 5, 5)
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0...1...2...3...4...5...6...7...8...9...10 Bounce #21 added RGB(1, 2, 2)
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0...1...2...3...4...5...6...7...8...9...10 Bounce #23 added RGB(0, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0051 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
28 of 28 (100% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10
Ready to FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 177/1024 8496/49152 (17.3%)
brushes 1964/8192 23568/98304 (24.0%)
brushsides 16089/65536 128712/524288 (24.5%)
planes 8772/65536 175440/1310720 (13.4%)
vertexes 6634/65536 79608/786432 (10.1%)
nodes 2674/65536 85568/2097152 ( 4.1%)
texinfos 810/12288 58320/884736 ( 6.6%)
texdata 54/2048 1728/65536 ( 2.6%)
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 3112/65536 174272/3670016 ( 4.7%)
hdr faces 3112/65536 174272/3670016 ( 4.7%)
origfaces 2619/65536 146664/3670016 ( 4.0%)
facebrushes 1270/0 2540/0 ( 0.0%)
facebrushlists 3112/0 12448/0 ( 0.0%)
leaves 2852/65536 91264/2097152 ( 4.4%)
leaffaces 3512/65536 7024/131072 ( 5.4%)
leafbrushes 5360/65536 10720/131072 ( 8.2%)
areas 12/256 96/2048 ( 4.7%)
surfedges 24336/512000 97344/2048000 ( 4.8%)
edges 14581/256000 58324/1024000 ( 5.7%)
LDR worldlights 0/8192 0/819200 ( 0.0%)
HDR worldlights 112/8192 11200/819200 ( 1.4%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 263/32768 2630/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4743/65536 9486/131072 ( 7.2%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 20/512 7040/180224 ( 3.9%)
LDR lightdata [variable] 0/0 ( 0.0%)
HDR lightdata [variable] 1926008/0 ( 0.0%)
visdata [variable] 42851/16777216 ( 0.3%)
entdata [variable] 212858/393216 (54.1%)
LDR ambient table 2852/65536 11408/262144 ( 4.4%)
HDR ambient table 2852/65536 11408/262144 ( 4.4%)
LDR leaf ambient 2852/65536 79856/1835008 ( 4.4%)
HDR leaf ambient 5709/65536 159852/1835008 ( 8.7%)
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] 1/23600 ( 0.0%)
pakfile [variable] 966963/0 ( 0.0%)
physics [variable] 736904/4194304 (17.6%)
physics terrain [variable] 2/1048576 ( 0.0%)Level flags = 2
Total triangle count: 7604
Writing c:program files (x86)steamsteamappscommonportal 2sdk_contentmapspreview.bsp
13 seconds elapsed
Quote from HMW on March 6, 2014, 1:31 pmThat last log looks like the compiling finishes completely, so that is not the problem.
It may be that switching the graphics mode from editor to game is causing problems. Maybe see if you can update your graphics card drivers.BTW if you are including large pieces of text like those logs, put them between [code]...[/code] tags. It saves a ton of screen space and makes the thread easier to read.
That last log looks like the compiling finishes completely, so that is not the problem.
It may be that switching the graphics mode from editor to game is causing problems. Maybe see if you can update your graphics card drivers.
BTW if you are including large pieces of text like those logs, put them between [code]...[/code] tags. It saves a ton of screen space and makes the thread easier to read.
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from generalbrody8 on March 6, 2014, 2:49 pmOK, I checked, And my drivers are up to date. Also, it crashes when i press the re-build button as well as the build and play button. So i don't think switching the graphics state is the issue.
Anymore ideas? Thanks!
OK, I checked, And my drivers are up to date. Also, it crashes when i press the re-build button as well as the build and play button. So i don't think switching the graphics state is the issue.
Anymore ideas? Thanks!
Quote from HMW on March 9, 2014, 12:11 pmThe "rebuild" menu item also starts the game, so that would make no difference.
If you create a new map, and then press [tab], it should switch to a pre-compiled version of the default room. Can you try that and see if it still crashes?Other things you could try are:
- run the game in windowed mode;
- reduce some of the quality options in the advanced video settings, in particular "shader detail" and "effect detail".Those things could help if it's a video issue.
The "rebuild" menu item also starts the game, so that would make no difference.
If you create a new map, and then press [tab], it should switch to a pre-compiled version of the default room. Can you try that and see if it still crashes?
Other things you could try are:
- run the game in windowed mode;
- reduce some of the quality options in the advanced video settings, in particular "shader detail" and "effect detail".
Those things could help if it's a video issue.
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from generalbrody8 on March 10, 2014, 7:37 pmOK, I tried hitting tab while in the editor. The chamber loads fine. I Also tried compiling while in window mode. Still crashes.
Also, i have the Sixense Motion Pack, if it makes a difference.
OK, I tried hitting tab while in the editor. The chamber loads fine. I Also tried compiling while in window mode. Still crashes.
Also, i have the Sixense Motion Pack, if it makes a difference.
Quote from HMW on March 14, 2014, 4:35 pmHuh, weird. So if I understand correctly, loading a pre-existing map works fine, but as soon as you compile and then load a map, it crashes.
Now, I have never tried loading one of my own maps in the editor and then pressing tab, but I would assume that it would load the most recently compiled version. Maybe you can try that: if it also crashes then, it means that the map somehow gets corrupted while compiling; if it works then it is something about the sequence of first compiling and then switching to the game. Unfortunately I have no idea how to solve either of these problems...
Maybe the Sixense software has something to do with it. You could try deactivating or uninstalling it temporarily and see if that helps. I don't have a Sixense myself so I don't know what aspects of the game it modifies. Are there any other Sixense owners who have experienced this problem?
Huh, weird. So if I understand correctly, loading a pre-existing map works fine, but as soon as you compile and then load a map, it crashes.
Now, I have never tried loading one of my own maps in the editor and then pressing tab, but I would assume that it would load the most recently compiled version. Maybe you can try that: if it also crashes then, it means that the map somehow gets corrupted while compiling; if it works then it is something about the sequence of first compiling and then switching to the game. Unfortunately I have no idea how to solve either of these problems...
Maybe the Sixense software has something to do with it. You could try deactivating or uninstalling it temporarily and see if that helps. I don't have a Sixense myself so I don't know what aspects of the game it modifies. Are there any other Sixense owners who have experienced this problem?
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic