Post your Portal 2 Authoring Tool Bugs

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Applzor
23 Posts
Posted May 14, 2011
Replied 23 hours later
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

materialPath: c:\games\steam\steamapps\common\portal 2\portal2\materials
Loading C:\Games\Steam\steamapps\common\portal 2\sdk_content\maps\applzor_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:\Games\Steam\steamapps\common\portal 2\sdk_content\maps\applzor_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:\Games\Steam\steamapps\common\portal 2\sdk_content\maps\applzor_chamber_01.bsp
0 seconds elapsed



4 threads
reading c:\games\steam\steamapps\common\portal 2\sdk_content\maps\applzor_chamber_01.bsp
reading c:\games\steam\steamapps\common\portal 2\sdk_content\maps\applzor_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:\games\steam\steamapps\common\portal 2\sdk_content\maps\applzor_chamber_01.bsp
0 seconds elapsed



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

Loading c:\games\steam\steamapps\common\portal 2\sdk_content\maps\applzor_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:\games\steam\steamapps\common\portal 2\sdk_content\maps\applzor_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:

instances\transitions\transition_entry.vmf
instances\transitions\transition_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

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msleeper
4,136 Posts
Admin
Posted May 14, 2011
Replied 10 hours later
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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HarryColquhoun
12 Posts
Posted May 15, 2011
Replied 1 day later
Can't type H, U or C into the model browser, and the particle browser shows nothing (to me anyways)
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Groxkiller585
652 Posts
Posted May 16, 2011
Replied 8 hours later
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.

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HarryColquhoun
12 Posts
Posted May 16, 2011
Replied 1 hour later
I got confetti working, but never tried any other ones.
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msleeper
4,136 Posts
Admin
Posted May 16, 2011
Replied 5 hours later
What particles are you trying Grox?
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naNuke
5 Posts
Posted May 17, 2011
Replied 1 day later
hello everyone ... any ideas how to fix this one?

when I try to compile map, I get this msg: "can't decode command 2\bin\hammer_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? :biggrin: atm I am still compiling through alien swarm

Avatar
raulness
68 Posts
Posted May 17, 2011
Replied 3 hours later
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.
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Groxkiller585
652 Posts
Posted May 17, 2011
Replied 20 minutes later

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.)

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raulness
68 Posts
Posted May 17, 2011
Replied 1 hour later
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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PortalCombat
306 Posts
Posted May 19, 2011
Replied 1 day later
Not sure if it is a bug, but it is really confusing:
- All of my triggers turned to 'normal brushes' and I cant edit the Entity-Properties anymore
- The strange thing about that: all triggers still work when they get triggered.

Does anyone know how to fix that? I cant edit the outputs, but I need to. :rolleyes:

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Sidneys1
89 Posts
Posted May 19, 2011
Replied 6 minutes later
Turn off ignore grouping ("ig" button)
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Neoxx
48 Posts
Posted May 20, 2011
Replied 11 hours later
I'm having trouble with what seems like a mass copy/paste issue or just copy/paste in general.

The first time I saw it was when I copied a button. It copied just fine, but when I tried to turn it 180 degrees it disappeared. I could still see the + sign on the wireframe, but I could only select it once I moved my entire level away and delete it. I didn't notice it when it first happened, but I'd get the phantom buttons (2 of them this happened to) when I compiled and show up physically in the map.

The next instance of this was when I was mass copy/pasting the shooter panels for my mini game map. They use point_push to accelerate a sphere, but when I copied a set of panels to place on the opposite side of the room, I got these phantom pushers in the middle of the air, presumably in the location where I first pasted it to. These do not show up AT ALL any more and even when I "select all" and move the entire map to another location the phantom pushers are still there. This has basically fucked up my map beyond repair, and I dont know if I have the patience to do it all again. Maybe if I manually selected everything and moved it or copied it to a new map file it would fix the problem.

EDIT: The second problem doesnt seem to be one anymore. For some reason, the radius of one of the pushers got changed to an immense size but the sphere surrounding it was not the correct size. But, the only reason I found this out was when I manually copied some stuff into a new file and then the correct size sphere was shown. Odd.

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iWork925
1,080 Posts
Posted May 20, 2011
Replied 3 hours later
Having an issue with the Hammer Editor which comes with the Sdk. Every 10 minutes the whole screen will go black and then a minute later will return with this error: http://i52.tinypic.com/2q9c906.png. Before you shout gfx card, its got the latest drivers installed and its more the adequete to handle source. I can play Crysis and such absolutly fine.
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ChickenMobile
2,460 Posts
Posted May 20, 2011
Replied 8 hours later

Neoxx wrote:
I'm having trouble with what seems like a mass copy/paste issue or just copy/paste in general.

Are you sure that you aren't trying to select blocks when they are grouped together? Try to Un-group them and see if this is the problem.

Avatar
WinstonSmith
940 Posts
Posted May 20, 2011
Replied 3 hours later

naNuke wrote:
hello everyone ... any ideas how to fix this one?

when I try to compile map, I get this msg: "can't decode command 2\bin\hammer_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? :biggrin: atm I am still compiling through alien swarm

Two things: First of all, switch to the Authoring Tools. It simplifies things incredibly, you don't need to mess around with AS, and it will most likely get rid of this issue.

For the record, though, if you want to know why this error is popping up, I think it's because somewhere there's a filepath that isn't in quotes and should be. The fact that it says "can't decode command 2\bin\hammer_run_map_launcher.exe!" leads me to believe that it's trying to access the path C:\Program Files\Steam\steamapps\common\portal 2\bin\hammer_run_map_launcher.exe, but the space in "portal 2" is causing it to truncate the path and see everything after the 2 as an argument.

But yeah, like I said, switch to the Authoring Tools if at all possible.

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iWork925
1,080 Posts
Posted May 21, 2011
Replied 15 hours later
Continuing from my previous post. This is also a common occurance.

http://i55.tinypic.com/rwni4l.png

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Macgta
9 Posts
Posted May 21, 2011
Replied 3 hours later
I'm having an issue thats only just recently started happening; Basically i get a consistently jittery framerate when moving the camera in hammer (as in WASD moving, not mouse). If i'm standing still in the viewport i can rotate the camera around at a normal framerate but as soon as i start WASD moving it'll drop to about 2 fps until i stop moving. A friend of mine has had it and apparently it just went away but mine's been going for a while now. Has anyone else had this issue?
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Groxkiller585
652 Posts
Posted May 22, 2011
Replied 21 hours later

Macgta wrote:
I'm having an issue thats only just recently started happening; Basically i get a consistently jittery framerate when moving the camera in hammer (as in WASD moving, not mouse). If i'm standing still in the viewport i can rotate the camera around at a normal framerate but as soon as i start WASD moving it'll drop to about 2 fps until I stop moving. A friend of mine has had it and apparently it just went away but mine's been going for a while now. Has anyone else had this issue?

There's the feature in P2 hammer that makes a ball radius cull marker, I assume this is used to limit how much space you have so your map fits in an Enrichment Sphere, but it's very laggy. to turn it off, look on the top bar of hammer and next to the cordon tools should be a circle with an R in it. Turn that off.

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Supervillain
34 Posts
Posted May 22, 2011
Replied 13 hours later

Groxkiller585 wrote:
Macgta wrote:

I'm having an issue thats only just recently started happening; Basically i get a consistently jittery framerate when moving the camera in hammer (as in WASD moving, not mouse). If i'm standing still in the viewport i can rotate the camera around at a normal framerate but as soon as i start WASD moving it'll drop to about 2 fps until I stop moving. A friend of mine has had it and apparently it just went away but mine's been going for a while now. Has anyone else had this issue?

There's the feature in P2 hammer that makes a ball radius cull marker, I assume this is used to limit how much space you have so your map fits in an Enrichment Sphere, but it's very laggy. to turn it off, look on the top bar of hammer and next to the cordon tools should be a circle with an R in it. Turn that off.

Awesome Grox!

Best thing I've learned all day.