Contradiction when building cubemaps?
Quote from FelixGriffin on September 4, 2014, 11:51 pmI have an idea...
Would you mind posting the contents of the gameinfo.txt file in your Sixense folder?
I have an idea...
Would you mind posting the contents of the gameinfo.txt file in your Sixense folder?
Quote from GEARScience on September 5, 2014, 12:41 amFelixGriffin wrote:I have an idea...Would you mind posting the contents of the gameinfo.txt file in your Sixense folder?
I think I did, but here it is:
- Code: Select all
"GameInfo"
{
game "PORTAL 2 Sixense MotionPack"
title "PORTAL 2 Sixense MotionPack"
GameData "portal2_sixense.fgd"
gamelogo 1SupportsDX8 0
SupportsXbox360 1FileSystem
{
SteamAppId 620 // This will mount all the GCFs we need (240=CS:S, 220=HL2).
ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get things like materialsdebug, materialseditor, etc.
//
// The code that loads this file automatically does a few things here:
//
// 1. For each "Game" search path, it adds a "GameBin" path, in <dir>bin
// 2. For each "Game" search path, it adds another "Game" path in front of it with _<langage> at the end.
// For example: c:hl2cstrike on a french machine would get a c:hl2cstrike_french path added to it.
// 3. For the first "Game" search path, it adds a search path called "MOD".
// 4. For the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH".
////
// Search paths are relative to the base directory, which is where hl2.exe is found.
//
// |gameinfo_path| points at the directory where gameinfo.txt is.
// We always want to mount that directory relative to gameinfo.txt, so
// people can mount stuff in c:mymod, and the main game resources are in
// someplace like c:program filesvalvesteamsteamappshalf-life 2.
//SearchPaths
{
Game |gameinfo_path|.
Game portal2
Game ..game_sixense_devportal2_sixense
}
}
}
Would you mind posting the contents of the gameinfo.txt file in your Sixense folder?
I think I did, but here it is:
- Code: Select all
"GameInfo"
{
game "PORTAL 2 Sixense MotionPack"
title "PORTAL 2 Sixense MotionPack"
GameData "portal2_sixense.fgd"
gamelogo 1SupportsDX8 0
SupportsXbox360 1FileSystem
{
SteamAppId 620 // This will mount all the GCFs we need (240=CS:S, 220=HL2).
ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get things like materialsdebug, materialseditor, etc.
//
// The code that loads this file automatically does a few things here:
//
// 1. For each "Game" search path, it adds a "GameBin" path, in <dir>bin
// 2. For each "Game" search path, it adds another "Game" path in front of it with _<langage> at the end.
// For example: c:hl2cstrike on a french machine would get a c:hl2cstrike_french path added to it.
// 3. For the first "Game" search path, it adds a search path called "MOD".
// 4. For the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH".
////
// Search paths are relative to the base directory, which is where hl2.exe is found.
//
// |gameinfo_path| points at the directory where gameinfo.txt is.
// We always want to mount that directory relative to gameinfo.txt, so
// people can mount stuff in c:mymod, and the main game resources are in
// someplace like c:program filesvalvesteamsteamappshalf-life 2.
//SearchPaths
{
Game |gameinfo_path|.
Game portal2
Game ..game_sixense_devportal2_sixense
}
}
}
Quote from josepezdj on September 8, 2014, 7:55 amI think we aren't really going anywhere.
First of all, I need you to act like if you were following the scientific method, isolating variables, and keep only one .BSP file at a time in either of the locations we have been discussing above... and try to buildcubemaps each time (from each location).
I think this is the only way we can deduct what file exactly is the game putting your built up cubemaps into. Just say the folder that you had the .BSP file in when the game didn't crash after running the buildcubemaps command.
Also I just noticed that one of the paths into the GameConfig.txt is "...game_sixense_devportal2_sixense"; please answer this:
Have you got a "portal 2/portal2_sixsense/" folder altogether with a "portal 2/game_sixsense_dev/portal2_sixsense/" folder in your computer, or only one of those paths?
GEARScience wrote:Also, about the instances, I never pakrated them into the .BSP. But in order for them to show up and be recognized in Hammer Editor and compile, I had to move the whole instances folder to the sixsense folder, hence the "contradiction" I stated earlier.I think this is only because you were putting your .VMF file also into the sixsense folder. Again, if you keep all your .VMFs under your SDK folders, the instances should be there as well.
I think we aren't really going anywhere.
First of all, I need you to act like if you were following the scientific method, isolating variables, and keep only one .BSP file at a time in either of the locations we have been discussing above... and try to buildcubemaps each time (from each location).
I think this is the only way we can deduct what file exactly is the game putting your built up cubemaps into. Just say the folder that you had the .BSP file in when the game didn't crash after running the buildcubemaps command.
Also I just noticed that one of the paths into the GameConfig.txt is "...game_sixense_devportal2_sixense"; please answer this:
Have you got a "portal 2/portal2_sixsense/" folder altogether with a "portal 2/game_sixsense_dev/portal2_sixsense/" folder in your computer, or only one of those paths?
I think this is only because you were putting your .VMF file also into the sixsense folder. Again, if you keep all your .VMFs under your SDK folders, the instances should be there as well.
Quote from GEARScience on September 8, 2014, 9:23 amjosepezdj wrote:I think we aren't really going anywhere.First of all, I need you to act like if you were following the scientific method, isolating variables, and keep only one .BSP file at a time in either of the locations we have been discussing above... and try to buildcubemaps each time (from each location).
I think this is the only way we can deduct what file exactly is the game putting your built up cubemaps into. Just say the folder that you had the .BSP file in when the game didn't crash after running the buildcubemaps command.
You mean out of "C:Program Files (x86)Steamsteamappscommonportal 2portal2_sixense" and "C:Program Files (x86)Steamsteamappscommonportal 2portal2"? I've only been keeping one .BSP at a time and I tried both locations, the sixsense one is the only one that doesn't crash to desktop afterwards.
josepezdj wrote:Also I just noticed that one of the paths into the GameConfig.txt is "...game_sixense_devportal2_sixense"; please answer this:Have you got a "portal 2/portal2_sixsense/" folder altogether with a "portal 2/game_sixsense_dev/portal2_sixsense/" folder in your computer, or only one of those paths?
The only path I have out of those two is the "portal 2/portal2_sixsense/" one. I don't seem to have any folders starting with "game_" in my portal 2 folder.
josepezdj wrote:I think this is only because you were putting your .VMF file also into the sixsense folder. Again, if you keep all your .VMFs under your SDK folders, the instances should be there as well.OOOOOooooh. Yep. That would make sense.
First of all, I need you to act like if you were following the scientific method, isolating variables, and keep only one .BSP file at a time in either of the locations we have been discussing above... and try to buildcubemaps each time (from each location).
I think this is the only way we can deduct what file exactly is the game putting your built up cubemaps into. Just say the folder that you had the .BSP file in when the game didn't crash after running the buildcubemaps command.
You mean out of "C:Program Files (x86)Steamsteamappscommonportal 2portal2_sixense" and "C:Program Files (x86)Steamsteamappscommonportal 2portal2"? I've only been keeping one .BSP at a time and I tried both locations, the sixsense one is the only one that doesn't crash to desktop afterwards.
Have you got a "portal 2/portal2_sixsense/" folder altogether with a "portal 2/game_sixsense_dev/portal2_sixsense/" folder in your computer, or only one of those paths?
The only path I have out of those two is the "portal 2/portal2_sixsense/" one. I don't seem to have any folders starting with "game_" in my portal 2 folder.
OOOOOooooh. Yep. That would make sense.
Quote from josepezdj on September 8, 2014, 11:48 amGEARScience wrote:The only path I have out of those two is the "portal 2/portal2_sixsense/" one. I don't seem to have any folders starting with "game_" in my portal 2 folder.OK, then well done
Now please confirm that the unique time you managed to build cubemaps without the game crashing was when you placed the .BSP file into:
"Steam/SteamApps/Common/portal 2/portal2_sixsense/"
And if so, please do it again; I mean to put the .BSP in that folder and to buildcubemaps again.
After building cubemaps, send that .BSP file over to me via pm (in this case it won't be here posted for the public ). I'd like to check it out... if it doesn't output any console error, cubemaps should be there!
In the case cubemaps weren't stored in that specific .BSP map, the only other chance is that the game stored them into the original .BSP that should be located where the .VMF was, and if you followed my advice this location should be:
"Steam/SteamApps/Common/portal 2/sdk_content/maps/"
OK, then well done
Now please confirm that the unique time you managed to build cubemaps without the game crashing was when you placed the .BSP file into:
"Steam/SteamApps/Common/portal 2/portal2_sixsense/"
And if so, please do it again; I mean to put the .BSP in that folder and to buildcubemaps again.
After building cubemaps, send that .BSP file over to me via pm (in this case it won't be here posted for the public ). I'd like to check it out... if it doesn't output any console error, cubemaps should be there!
In the case cubemaps weren't stored in that specific .BSP map, the only other chance is that the game stored them into the original .BSP that should be located where the .VMF was, and if you followed my advice this location should be:
"Steam/SteamApps/Common/portal 2/sdk_content/maps/"
Quote from GEARScience on September 8, 2014, 1:43 pmjosepezdj wrote:GEARScience wrote:The only path I have out of those two is the "portal 2/portal2_sixsense/" one. I don't seem to have any folders starting with "game_" in my portal 2 folder.OK, then well done
Now please confirm that the unique time you managed to build cubemaps without the game crashing was when you placed the .BSP file into:
"Steam/SteamApps/Common/portal 2/portal2_sixsense/"
And if so, please do it again; I mean to put the .BSP in that folder and to buildcubemaps again.
After building cubemaps, send that .BSP file over to me via pm (in this case it won't be here posted for the public ). I'd like to check it out... if it doesn't output any console error, cubemaps should be there!
In the case cubemaps weren't stored in that specific .BSP map, the only other chance is that the game stored them into the original .BSP that should be located where the .VMF was, and if you followed my advice this location should be:
"Steam/SteamApps/Common/portal 2/sdk_content/maps/"
*Facepalm* I can't believe it was that simple! I was looking through the other map folders and found an extra .BSP of the map.
Hammer does that to me a lot. i'll spend DAYS trying to figure something out, only to find out it was one little problem that could be easily fixed.
Not going to celebrate just yet though, gotta see if it works on your end.
Also, you're free to Beta-Test it if you want and if it works. It's an intro to a map series/playground map (As you probably got from the name.)
OK, then well done
Now please confirm that the unique time you managed to build cubemaps without the game crashing was when you placed the .BSP file into:
"Steam/SteamApps/Common/portal 2/portal2_sixsense/"
And if so, please do it again; I mean to put the .BSP in that folder and to buildcubemaps again.
After building cubemaps, send that .BSP file over to me via pm (in this case it won't be here posted for the public ). I'd like to check it out... if it doesn't output any console error, cubemaps should be there!
In the case cubemaps weren't stored in that specific .BSP map, the only other chance is that the game stored them into the original .BSP that should be located where the .VMF was, and if you followed my advice this location should be:
"Steam/SteamApps/Common/portal 2/sdk_content/maps/"
*Facepalm* I can't believe it was that simple! I was looking through the other map folders and found an extra .BSP of the map.
Hammer does that to me a lot. i'll spend DAYS trying to figure something out, only to find out it was one little problem that could be easily fixed.
Not going to celebrate just yet though, gotta see if it works on your end.
Also, you're free to Beta-Test it if you want and if it works. It's an intro to a map series/playground map (As you probably got from the name.)
Quote from josepezdj on September 8, 2014, 3:38 pmOK, I think here they are:
[spoiler][/spoiler]
Played it as well to check them and you've got reflections inOK, I think you finally managed it, well done! By the way, now that you know what is the folder that works for you in order to build cubemaps, make hammer to put a copy of your compiled .BSP map in there always, ok? I already told you how to, I hope you remember. This way, you'll only have to run the command after loading your map, you won't need any .BSP copy/paste!
About pakrat Scan feature, just take a look to what I've got when I open the .BSP in pakrat:
I just used as the GameDir the path I told you, and that you can see in that picture (in the box at the top right part of the window)
OK, I think here they are:
Played it as well to check them and you've got reflections in
OK, I think you finally managed it, well done! By the way, now that you know what is the folder that works for you in order to build cubemaps, make hammer to put a copy of your compiled .BSP map in there always, ok? I already told you how to, I hope you remember. This way, you'll only have to run the command after loading your map, you won't need any .BSP copy/paste!
About pakrat Scan feature, just take a look to what I've got when I open the .BSP in pakrat:
I just used as the GameDir the path I told you, and that you can see in that picture (in the box at the top right part of the window)
Quote from DaMaGepy on September 8, 2014, 4:25 pm"Steam/SteamApps/Common/portal 2/portal2_sixsense/"
you used a /maps/ dir inside that folder?btw I use the "portal 2portal2_dlc3" (+maps") dir for my hammer maps, it can build cubemaps and load the map without problem, nd my custom contents are not mixed up with other maps' textures sounds etc.
"Steam/SteamApps/Common/portal 2/portal2_sixsense/"
you used a /maps/ dir inside that folder?
btw I use the "portal 2portal2_dlc3" (+maps") dir for my hammer maps, it can build cubemaps and load the map without problem, nd my custom contents are not mixed up with other maps' textures sounds etc.
Quote from GEARScience on September 8, 2014, 7:01 pmjosepezdj wrote:OK, I think here they are:[spoiler][/spoiler]
Played it as well to check them and you've got reflections inOK, I think you finally managed it, well done! By the way, now that you know what is the folder that works for you in order to build cubemaps, make hammer to put a copy of your compiled .BSP map in there always, ok? I already told you how to, I hope you remember. This way, you'll only have to run the command after loading your map, you won't need any .BSP copy/paste!
Okay! I'll try it! Thanks for all your help!
josepezdj wrote:About pakrat Scan feature, just take a look to what I've got when I open the .BSP in pakrat:I just used as the GameDir the path I told you, and that you can see in that picture (in the box at the top right part of the window)
Yeah, but I had to pak everything manually. I always had problems with pakrat, but I think it may have worked last time I tried it (except that most of it was paked already.)
DaMaGepy wrote:"Steam/SteamApps/Common/portal 2/portal2_sixsense/"
you used a /maps/ dir inside that folder?Btw I use the "portal 2portal2_dlc3" (+maps") dir for my hammer maps, it can build cubemaps and load the map without problem, and my custom contents are not mixed up with other maps' textures sounds etc.
The only folder I have labelled with dlc3 is portal 2portal2_dlc3.wibi after I downloaded the wibi mappack... will I have to make that folder myself?
Played it as well to check them and you've got reflections in
OK, I think you finally managed it, well done! By the way, now that you know what is the folder that works for you in order to build cubemaps, make hammer to put a copy of your compiled .BSP map in there always, ok? I already told you how to, I hope you remember. This way, you'll only have to run the command after loading your map, you won't need any .BSP copy/paste!
Okay! I'll try it! Thanks for all your help!
I just used as the GameDir the path I told you, and that you can see in that picture (in the box at the top right part of the window)
Yeah, but I had to pak everything manually. I always had problems with pakrat, but I think it may have worked last time I tried it (except that most of it was paked already.)
you used a /maps/ dir inside that folder?
Btw I use the "portal 2portal2_dlc3" (+maps") dir for my hammer maps, it can build cubemaps and load the map without problem, and my custom contents are not mixed up with other maps' textures sounds etc.
The only folder I have labelled with dlc3 is portal 2portal2_dlc3.wibi after I downloaded the wibi mappack... will I have to make that folder myself?
Quote from TeamSpen210 on September 9, 2014, 5:01 pmYou can make it yourself, although it might not work if the portal2_sixense/ folder overrides those.
You can make it yourself, although it might not work if the portal2_sixense/ folder overrides those.
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]