Please or Register to create posts and topics.

Urgent Help with Compiling! [SOLVED]

Page 1 of 2Next

Hi! I'm new to this website and to Source SDK too. Now, I oncec made a test map for Portal 1, and when I compile, everything just dissapeared except the elevator! :( Could someone please help me? I would appreacite some begginter tips too! :thumbup:

Edit: My problem is solve, so don't bother writing here.

My Maps!
[spoiler]Portal
None... I'll make some later.
Portal 2
Hammer
None... I'll make some later.
Puzzle Maker
None... I'll make some later.[/spoiler]

1) compile log?
2) more details

spongylover123 wrote:
1) compile log?
2) more details

What you mean with that?
PS: I know how to compile a map (F9)

My Maps!
[spoiler]Portal
None... I'll make some later.
Portal 2
Hammer
None... I'll make some later.
Puzzle Maker
None... I'll make some later.[/spoiler]
BlackShadow840 wrote:
spongylover123 wrote:
1) compile log?
2) more details

What you mean with that?
PS: I know how to compile a map (F9)

You know that window that appears when you compile, I need that.

I may know what's going on, is there any red letters in the compile log? If so, then your map is "leaked," with means your map isn't completely closed and letting the black background inside it. It also prevents any new parts of your map to show up when testing it. Also, you may want to check the box relating to "press key to exit compile log" on the Run Map menu to be able to examine you compile log and prevent it from disappearing.

Crazy is as crazy does.
My Work
[spoiler]Maps:
Revenge of the Angry Turrets
Capture the Cube [Co-op]
Capture the Cube 2 [Co-op]
TPWEGTH Sample Map
Aperture Aquatic Testing Center
Aperture Aquatic Testing Center 2
Aperture Time Testing Center
ML's Halloween Trick - 1000 downloads!
ML's Halloween Treat
ML's Combination - 1000 downloads!
ML's Jailbreak Labyrinth
ML's Tricky Teamwork [Co-op]
WIP:
"Capture the Cube 3"
Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]

A few possible reasons:
1. Your map is completely made with nodraw or some kind of invisible texture (who makes a map out of nodraw?)
2. Your map leaks and the visibility is stuffing up
3. You have radius culling or cordon on (The R inside the red circle and the box with the warning strips)
4. You made the map out of models for some unknown reason (models will not seal a map and cause a leak)
5. You need to compile at least the .bsp (not just entities) in the Compile window.
6. You have to create Portal 2 maps inside the Portal 2 Authoring Tools Hammer, not Source SDK (unless you are referring to a Portal 1 map which should be made in SourceSDK)

?????????????????????????????TWP Releases | My Workshop
spongylover123 wrote:
BlackShadow840 wrote:
spongylover123 wrote:
1) compile log?
2) more details

What you mean with that?
PS: I know how to compile a map (F9)

You know that window that appears when you compile, I need that.

Here it is:

Spoiler
** Executing...
** Command: "c:programassteamsteamappsblackshadow840sourcesdkbinorangeboxbinvbsp.exe"
** Parameters: -game "c:programassteamsteamappsblackshadow840portalportal" "C:ProgramasSteamsteamappsblackshadow840sourcesdk_contentportalmapsrcportalistic_01.vmf"

Valve Software - vbsp.exe (Oct 17 2011)
2 threads
materialPath: c:programassteamsteamappsblackshadow840portalportalmaterials
Loading C:ProgramasSteamsteamappsblackshadow840sourcesdk_contentportalmapsrcportalistic_01.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:programassteamsteamappsblackshadow840portalportalgameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_static (-64.00 432.00 -96.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 4 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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) (94570 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 78 texinfos to 57
Reduced 21 texdatas to 15 (728 bytes to 587)
Writing C:ProgramasSteamsteamappsblackshadow840sourcesdk_contentportalmapsrcportalistic_01.bsp
1 second elapsed

** Executing...
** Command: "c:programassteamsteamappsblackshadow840sourcesdkbinorangeboxbinvvis.exe"
** Parameters: -game "c:programassteamsteamappsblackshadow840portalportal" -fast "C:ProgramasSteamsteamappsblackshadow840sourcesdk_contentportalmapsrcportalistic_01"

Valve Software - vvis.exe (Oct 17 2011)
fastvis = true
2 threads
reading c:programassteamsteamappsblackshadow840sourcesdk_contentportalmapsrcportalistic_01.bsp
reading c:programassteamsteamappsblackshadow840sourcesdk_contentportalmapsrcportalistic_01.prt
LoadPortals: couldn't read c:programassteamsteamappsblackshadow840sourcesdk_contentportalmapsrcportalistic_01.prt

** Executing...
** Command: "c:programassteamsteamappsblackshadow840sourcesdkbinorangeboxbinvrad.exe"
** Parameters: -game "c:programassteamsteamappsblackshadow840portalportal" -noextra "C:ProgramasSteamsteamappsblackshadow840sourcesdk_contentportalmapsrcportalistic_01"

Valve Software - vrad.exe SSE (Oct 17 2011)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[53 texlights parsed from 'lights.rad']

Loading c:programassteamsteamappsblackshadow840sourcesdk_contentportalmapsrcportalistic_01.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.15 seconds)
909 faces
58803 square feet [8467688.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
43 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0027 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 40 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 250/8192 3000/98304 ( 3.1%)
brushsides 1815/65536 14520/524288 ( 2.8%)
planes 668/65536 13360/1310720 ( 1.0%)
vertexes 1580/65536 18960/786432 ( 2.4%)
nodes 238/65536 7616/2097152 ( 0.4%)
texinfos 57/12288 4104/884736 ( 0.5%)
texdata 15/2048 480/65536 ( 0.7%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 909/65536 50904/3670016 ( 1.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 834/65536 46704/3670016 ( 1.3%)
leaves 241/65536 7712/2097152 ( 0.4%)
leaffaces 985/65536 1970/131072 ( 1.5%)
leafbrushes 321/65536 642/131072 ( 0.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 7672/512000 30688/2048000 ( 1.5%)
edges 5052/256000 20208/1024000 ( 2.0%)
LDR worldlights 43/8192 3784/720896 ( 0.5%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 45/32768 450/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 945/65536 1890/131072 ( 1.4%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 725480/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 4470/393216 ( 1.1%)
LDR ambient table 241/65536 964/262144 ( 0.4%)
HDR ambient table 241/65536 964/262144 ( 0.4%)
LDR leaf ambient 498/65536 13944/1835008 ( 0.8%)
HDR leaf ambient 241/65536 6748/1835008 ( 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] 1/660 ( 0.2%)
pakfile [variable] 213453/0 ( 0.0%)
physics [variable] 94570/4194304 ( 2.3%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 2508
Writing c:programassteamsteamappsblackshadow840sourcesdk_contentportalmapsrcportalistic_01.bsp
2 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:ProgramasSteamsteamappsblackshadow840sourcesdk_contentportalmapsrcportalistic_01.bsp" "c:programassteamsteamappsblackshadow840portalportalmapsportalistic_01.bsp"

My Maps!
[spoiler]Portal
None... I'll make some later.
Portal 2
Hammer
None... I'll make some later.
Puzzle Maker
None... I'll make some later.[/spoiler]
chickenmobile wrote:
A few possible reasons:
1. Your map is completely made with nodraw or some kind of invisible texture (who makes a map out of nodraw?)
2. Your map leaks and the visibility is stuffing up
3. You have radius culling or cordon on (The R inside the red circle and the box with the warning strips)
4. You made the map out of models for some unknown reason (models will not seal a map and cause a leak)
5. You need to compile at least the .bsp (not just entities) in the Compile window.
6. You have to create Portal 2 maps inside the Portal 2 Authoring Tools Hammer, not Source SDK (unless you are referring to a Portal 1 map which should be made in SourceSDK)

I am reffering to Portal 1, btw

My Maps!
[spoiler]Portal
None... I'll make some later.
Portal 2
Hammer
None... I'll make some later.
Puzzle Maker
None... I'll make some later.[/spoiler]

Sorry you have a leak in your map: "Entity prop_static (-64.00 432.00 -96.00) leaked!".
With a leak, vbsp can't generate a .prt file and vvis can't read the .prt file so then VRAD can't make light bounces.
To find the leak, go into the map menu and select load pointfile, follow the red line and at the end of it, you will see your leak.
For more information about leaks and what causes it:
http://developer.valvesoftware.com/wiki/Leak

spongylover123 wrote:
Sorry you have a leak in your map: "Entity prop_static (-64.00 432.00 -96.00) leaked!".
With a leak, vbsp can't generate a .prt file and vvis can't read the .prt file so then VRAD can't make light bounces.
To find the leak, go into the map menu and select load pointfile, follow the red line and at the end of it, you will see your leak.
For more information about leaks and what causes it:
http://developer.valvesoftware.com/wiki/Leak

Alright, there are absolutely no leaks on my map, but now everytime I play it, Appears a message box:

"The instruction on "0x1d1c143b2" makes reference to "0x2b545e74". The memory cannot be read. Press OK to end the application."

:angrysquare:

My Maps!
[spoiler]Portal
None... I'll make some later.
Portal 2
Hammer
None... I'll make some later.
Puzzle Maker
None... I'll make some later.[/spoiler]
Page 1 of 2Next