How do I launch MY OWN custom map?
Quote from TripleG10 on May 7, 2011, 5:20 pm
- Code: Select all
** Executing...
** Command: "c:program filessteamsteamappstripleg100sourcesdkbinorangeboxbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappstripleg100portalportal" "C:Program FilesSteamsteamappstripleg100sourcesdk_contentportalmapsrcFirst Portal Map.vmf"Valve Software - vbsp.exe (Jul 7 2010)
1 threads
materialPath: c:program filessteamsteamappstripleg100portalportalmaterials
Loading C:Program FilesSteamsteamappstripleg100sourcesdk_contentportalmapsrcFirst Portal Map.vmf
Could not locate 'GameData' key in c:program filessteamsteamappstripleg100portalportalgameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program FilesSteamsteamappstripleg100sourcesdk_contentportalmapsrcFirst Portal Map.prt...Building visibility clusters...
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) (2864 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 14 texinfos to 7
Reduced 3 texdatas to 3 (102 bytes to 102)
Writing C:Program FilesSteamsteamappstripleg100sourcesdk_contentportalmapsrcFirst Portal Map.bsp
0 seconds elapsed** Executing...
** Command: "c:program filessteamsteamappstripleg100sourcesdkbinorangeboxbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappstripleg100portalportal" "C:Program FilesSteamsteamappstripleg100sourcesdk_contentportalmapsrcFirst Portal Map"Valve Software - vvis.exe (Jul 7 2010)
1 threads
reading c:program filessteamsteamappstripleg100sourcesdk_contentportalmapsrcFirst Portal Map.bsp
reading c:program filessteamsteamappstripleg100sourcesdk_contentportalmapsrcFirst Portal Map.prt
4 portalclusters
4 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 16
Average clusters visible: 4
Building PAS...
Average clusters audible: 4
visdatasize:44 compressed from 64
writing c:program filessteamsteamappstripleg100sourcesdk_contentportalmapsrcFirst Portal Map.bsp
0 seconds elapsed** Executing...
** Command: "c:program filessteamsteamappstripleg100sourcesdkbinorangeboxbinvrad.exe"
** Parameters: -game "c:program filessteamsteamappstripleg100portalportal" "C:Program FilesSteamsteamappstripleg100sourcesdk_contentportalmapsrcFirst Portal Map"Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
1 threads
[Reading texlights from 'lights.rad']
[53 texlights parsed from 'lights.rad']Loading c:program filessteamsteamappstripleg100sourcesdk_contentportalmapsrcFirst Portal Map.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
22 faces
5354 square feet [771056.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
22 patches before subdivision
1334 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 123581, max 211
transfer lists: 0.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(53, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(12, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0007 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (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 FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 7/8192 84/98304 ( 0.1%)
brushsides 42/65536 336/524288 ( 0.1%)
planes 72/65536 1440/1310720 ( 0.1%)
vertexes 43/65536 516/786432 ( 0.1%)
nodes 33/65536 1056/2097152 ( 0.1%)
texinfos 7/12288 504/884736 ( 0.1%)
texdata 3/2048 96/65536 ( 0.1%)
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 22/65536 1232/3670016 ( 0.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 12/65536 672/3670016 ( 0.0%)
leaves 36/65536 1152/2097152 ( 0.1%)
leaffaces 22/65536 44/131072 ( 0.0%)
leafbrushes 17/65536 34/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 136/512000 544/2048000 ( 0.0%)
edges 81/256000 324/1024000 ( 0.0%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 111252/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 44/16777216 ( 0.0%)
entdata [variable] 1313/393216 ( 0.3%)
LDR ambient table 36/65536 144/262144 ( 0.1%)
HDR ambient table 36/65536 144/262144 ( 0.1%)
LDR leaf ambient 29/65536 812/1835008 ( 0.0%)
HDR leaf ambient 36/65536 1008/1835008 ( 0.1%)
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] 1/12 ( 8.3%)
pakfile [variable] 105695/0 ( 0.0%)
physics [variable] 2864/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)Level flags = 0
Total triangle count: 44
Writing c:program filessteamsteamappstripleg100sourcesdk_contentportalmapsrcFirst Portal Map.bsp
1 second elapsed** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamsteamappstripleg100sourcesdk_contentportalmapsrcFirst Portal Map.bsp" "c:program filessteamsteamappstripleg100portalportalmapsFirst Portal Map.bsp"
- Code: Select all
** Executing...
** Command: "c:program filessteamsteamappstripleg100sourcesdkbinorangeboxbinvbsp.exe"
** Parameters: -game "c:program filessteamsteamappstripleg100portalportal" "C:Program FilesSteamsteamappstripleg100sourcesdk_contentportalmapsrcFirst Portal Map.vmf"Valve Software - vbsp.exe (Jul 7 2010)
1 threads
materialPath: c:program filessteamsteamappstripleg100portalportalmaterials
Loading C:Program FilesSteamsteamappstripleg100sourcesdk_contentportalmapsrcFirst Portal Map.vmf
Could not locate 'GameData' key in c:program filessteamsteamappstripleg100portalportalgameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program FilesSteamsteamappstripleg100sourcesdk_contentportalmapsrcFirst Portal Map.prt...Building visibility clusters...
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) (2864 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 14 texinfos to 7
Reduced 3 texdatas to 3 (102 bytes to 102)
Writing C:Program FilesSteamsteamappstripleg100sourcesdk_contentportalmapsrcFirst Portal Map.bsp
0 seconds elapsed** Executing...
** Command: "c:program filessteamsteamappstripleg100sourcesdkbinorangeboxbinvvis.exe"
** Parameters: -game "c:program filessteamsteamappstripleg100portalportal" "C:Program FilesSteamsteamappstripleg100sourcesdk_contentportalmapsrcFirst Portal Map"Valve Software - vvis.exe (Jul 7 2010)
1 threads
reading c:program filessteamsteamappstripleg100sourcesdk_contentportalmapsrcFirst Portal Map.bsp
reading c:program filessteamsteamappstripleg100sourcesdk_contentportalmapsrcFirst Portal Map.prt
4 portalclusters
4 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 16
Average clusters visible: 4
Building PAS...
Average clusters audible: 4
visdatasize:44 compressed from 64
writing c:program filessteamsteamappstripleg100sourcesdk_contentportalmapsrcFirst Portal Map.bsp
0 seconds elapsed** Executing...
** Command: "c:program filessteamsteamappstripleg100sourcesdkbinorangeboxbinvrad.exe"
** Parameters: -game "c:program filessteamsteamappstripleg100portalportal" "C:Program FilesSteamsteamappstripleg100sourcesdk_contentportalmapsrcFirst Portal Map"Valve Software - vrad.exe SSE (Jul 7 2010)
Valve Radiosity Simulator
1 threads
[Reading texlights from 'lights.rad']
[53 texlights parsed from 'lights.rad']Loading c:program filessteamsteamappstripleg100sourcesdk_contentportalmapsrcFirst Portal Map.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
22 faces
5354 square feet [771056.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
22 patches before subdivision
1334 patches after subdivision
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 123581, max 211
transfer lists: 0.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(53, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(12, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0007 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (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 FinishObject names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 7/8192 84/98304 ( 0.1%)
brushsides 42/65536 336/524288 ( 0.1%)
planes 72/65536 1440/1310720 ( 0.1%)
vertexes 43/65536 516/786432 ( 0.1%)
nodes 33/65536 1056/2097152 ( 0.1%)
texinfos 7/12288 504/884736 ( 0.1%)
texdata 3/2048 96/65536 ( 0.1%)
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 22/65536 1232/3670016 ( 0.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 12/65536 672/3670016 ( 0.0%)
leaves 36/65536 1152/2097152 ( 0.1%)
leaffaces 22/65536 44/131072 ( 0.0%)
leafbrushes 17/65536 34/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 136/512000 544/2048000 ( 0.0%)
edges 81/256000 324/1024000 ( 0.0%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 111252/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 44/16777216 ( 0.0%)
entdata [variable] 1313/393216 ( 0.3%)
LDR ambient table 36/65536 144/262144 ( 0.1%)
HDR ambient table 36/65536 144/262144 ( 0.1%)
LDR leaf ambient 29/65536 812/1835008 ( 0.0%)
HDR leaf ambient 36/65536 1008/1835008 ( 0.1%)
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] 1/12 ( 8.3%)
pakfile [variable] 105695/0 ( 0.0%)
physics [variable] 2864/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)Level flags = 0
Total triangle count: 44
Writing c:program filessteamsteamappstripleg100sourcesdk_contentportalmapsrcFirst Portal Map.bsp
1 second elapsed** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamsteamappstripleg100sourcesdk_contentportalmapsrcFirst Portal Map.bsp" "c:program filessteamsteamappstripleg100portalportalmapsFirst Portal Map.bsp"
Quote from msleeper on May 7, 2011, 5:22 pm
- Code: Select all
"c:program filessteamsteamappstripleg100portalportalmapsFirst Portal Map.bsp"
It copied correctly but it obviously still has spaces in the name. Use Windows Explorer to go to "c:program filessteamsteamappstripleg100portalportalmaps" and rename your map to something without spaces. Then go into Portal and try again.
- Code: Select all
"c:program filessteamsteamappstripleg100portalportalmapsFirst Portal Map.bsp"
It copied correctly but it obviously still has spaces in the name. Use Windows Explorer to go to "c:program filessteamsteamappstripleg100portalportalmaps" and rename your map to something without spaces. Then go into Portal and try again.
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.
Quote from msleeper on May 7, 2011, 5:33 pmYeah shock and awe, you do what we told you in the first place and it works.
Threads like this make me hate running this website.
Cave Johnson, done here, etc.
Yeah shock and awe, you do what we told you in the first place and it works.
Threads like this make me hate running this website.
Cave Johnson, done here, etc.
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.