Post your Portal 2 Authoring Tool Bugs
'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.vmfI 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
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.
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.
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?
atm I am still compiling through alien swarm
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.)
- 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. 
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.
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.
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?
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.
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.
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.