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Post your Portal 2 Authoring Tool Bugs

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Narrowed out the leaks, just left with
'ConVarRef gpu_level doesn't point to an existing ConVar'

I even tried a new map and it still pops up (cube inside a box map)

third line down

Code: Select all
materialPath: c:gamessteamsteamappscommonportal 2portal2materials
Loading C:GamesSteamsteamappscommonportal 2sdk_contentmapsapplzor_chamber_01.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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:GamesSteamsteamappscommonportal 2sdk_contentmapsapplzor_chamber_01.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) (17541 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 38 texinfos to 29
Reduced 9 texdatas to 9 (299 bytes to 299)
Writing C:GamesSteamsteamappscommonportal 2sdk_contentmapsapplzor_chamber_01.bsp
0 seconds elapsed

4 threads
reading c:gamessteamsteamappscommonportal 2sdk_contentmapsapplzor_chamber_01.bsp
reading c:gamessteamsteamappscommonportal 2sdk_contentmapsapplzor_chamber_01.prt
109 portalclusters
324 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 232 visible clusters (0.00%)
Total clusters visible: 8129
Average clusters visible: 74
Building PAS...
Average clusters audible: 105
visdatasize:3918  compressed from 3488
writing c:gamessteamsteamappscommonportal 2sdk_contentmapsapplzor_chamber_01.bsp
0 seconds elapsed

[Reading texlights from 'lights.rad']
[59 texlights parsed from 'lights.rad']

Loading c:gamessteamsteamappscommonportal 2sdk_contentmapsapplzor_chamber_01.bsp
321 faces
349411 square feet [50315312.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
321 patches before subdivision
8587 patches after subdivision
0 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 503096, max 375
transfer lists:   3.8 megs
0...1...2...3...4...5...6...7...8...9...10   Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0024 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                   2/1024           96/49152    ( 0.2%)
brushes                 50/8192          600/98304    ( 0.6%)
brushsides             325/65536        2600/524288   ( 0.5%)
planes                 226/65536        4520/1310720  ( 0.3%)
vertexes               412/65536        4944/786432   ( 0.6%)
nodes                  239/65536        7648/2097152  ( 0.4%)
texinfos                29/12288        2088/884736   ( 0.2%)
texdata                  9/2048          288/65536    ( 0.4%)
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                  321/65536       17976/3670016  ( 0.5%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces              170/65536        9520/3670016  ( 0.3%)
facebrushes            100/0             200/0        ( 0.0%)
facebrushlists         321/0            1284/0        ( 0.0%)
leaves                 242/65536        7744/2097152  ( 0.4%)
leaffaces              373/65536         746/131072   ( 0.6%)
leafbrushes            130/65536         260/131072   ( 0.2%)
areas                    2/256            16/2048     ( 0.8%)
surfedges             2149/512000       8596/2048000  ( 0.4%)
edges                 1198/256000       4792/1024000  ( 0.5%)
LDR worldlights          0/8192            0/819200   ( 0.0%)
HDR worldlights          0/8192            0/819200   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips             29/32768         290/327680   ( 0.1%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices           417/65536         834/131072   ( 0.6%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 4/512          1408/180224   ( 0.8%)
LDR lightdata         [variable]      588940/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]        3918/16777216 ( 0.0%)
entdata               [variable]        4785/393216   ( 1.2%)
LDR ambient table      242/65536         968/262144   ( 0.4%)
HDR ambient table      242/65536         968/262144   ( 0.4%)
LDR leaf ambient       115/65536        3220/1835008  ( 0.2%)
HDR leaf ambient       242/65536        6776/1835008  ( 0.4%)
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]           1/422      ( 0.2%)
pakfile               [variable]       74470/0        ( 0.0%)
physics               [variable]       17541/4194304  ( 0.4%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 835
Writing c:gamessteamsteamappscommonportal 2sdk_contentmapsapplzor_chamber_01.bsp
1 second elapsed

edit: browsing around on forums some people it has to do with the transition_entry/exit.vmf

Quote:
There are two instance files missing in the SDK that cause the compiling error for SP maps:

instancestransitionstransition_entry.vmf
instancestransitionstransition_exit.vmf

I simply rebuild these files from decompiled maps, but I'm sure Valve will catch this up.

http://forums.steampowered.com/forums/showthread.php?t=1882712&page=10

edit2: delete your portal2/sdk_content/maps/instancing folder and then re-install the sdk
doesn't get rid of the error, but things seem to work fine

Code: Select all
ConVarRef gpu_level doesn't point to an existing ConVar

That is safe to ignore.

If you are using the transition_entry.vmf and _exit.vmf Instances raw then you need to enclose them in a box. Look more closely at the instances, they are just free-floating entities.

However they still won't work. You should be using the arrival_departure_transition_ents.vmf Instance. But you will get some weirdness even still! Look at this post I made that goes into great detail on how to use these Instances - including a custom transition_ents.vmf Instance that you can use.

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Can't type H, U or C into the model browser, and the particle browser shows nothing (to me anyways)

You need to extract all of the particles from the VPKs,and place them in the right folder, the SDK apparently can't read them from the VPK. (this includes particles_manifest.txt)

Speaking of particles, Anyone got them to compile properly in a map? Every time I do it they don't appear in-game when triggered.

Image

I got confetti working, but never tried any other ones.

What particles are you trying Grox?

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hello everyone ... any ideas how to fix this one?

when I try to compile map, I get this msg: "can't decode command 2binhammer_run_map_launcher.exe!"

tried everything like verifying cache and deleting vrad.exe etc files and redownloading etc, even moved all portal 2 + authoring tools onto c: drive into default steam path and still it doesnt work.

I know its still beta and things dont work as they should but people are normaly able to compile maps and stuff.. or no? :D atm I am still compiling through alien swarm

I've been running into a crash error every other time I double-click on a light entity. I thought it was a one time thing but it's done it three times already. It's conditioned me to be afraid of opening light properties.

msleeper wrote:
What particles are you trying Grox?

Mostly dust particles I snagged from VALVe maps. (first map, first box/button puzzle, the room shakes violently and dust falls, those particles) They refuse to work at all, even if I just copy/paste (I checked for I/O to the particles and the only one was to turn them on which is what I am doing) and yet other particles work. (for example, toxic fog works.)

Image

Not quite sure if this is a bug or not but I barely started having to use the cordon tool in my map and when I went to go make another cordon brush, I noticed there were two brushes instead of just one. It's more of an OCD thing for me to only have one at a time and it's driving me nuts trying to figure out how to remove extra ones. I'm guessing its a new feature since they actually have a button to make new ones but still. Anyone know how to go about removing them? Enter used to do the trick but not anymore.

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