Help loading custom maps

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Circumbendibus
2 Posts
Posted May 03, 2012
I just installed Portal 2 on my PC from Steam (free download from purchase of PS3 version) and I tried to load some custom maps and have encountered a problem. I understand where to save the .bsp file (Steam/Steamapps/common/portal2/portal2/maps) and I know how to access the dev console, so no worries there. However, when I follow the instructions I found on this forum for actually loading custom maps I hit a roadblock. In the dev console I type "Maps" and then enter a space and then enter the name of the custom map I want to load (in this case, mindsweeper.bsp - note that the console does not auto detect the file name) but when I hit enter I get the following message:

Pending: (FS) mindsweeper.bsp

Nothing happens after that and I am rather stumped on why.

I am hoping that I am just missing something obvious here - can anyone provide help? Thanks in advance.

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taco
504 Posts
Posted May 03, 2012
Replied 5 minutes later
"map" not "maps"
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Logic
298 Posts
Posted May 03, 2012
Replied 1 minute later
Remove the s from maps and see what happens :razz:
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Circumbendibus
2 Posts
Posted May 03, 2012
Replied 4 minutes later
That is too funny - such an obvious mistake! Thanks for the quick replies.
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josepezdj
2,386 Posts
Posted May 03, 2012
Replied 1 minute later
Also put your maps into Portal2/portal2_dlc1/maps instead...
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Logic
298 Posts
Posted May 03, 2012
Replied 1 hour later

josepezdj wrote:
Also put your maps into Portal2/portal2_dlc1/maps instead...

Why should you put them there instead of the Portal2 folder? Just wondering...

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josepezdj
2,386 Posts
Posted May 03, 2012
Replied 7 minutes later
Becasue since the DLC, portal2_dlc1 folder is the first one the game load. It became the main folder in the game path and in fact that screwed up a few things... like buildcubemaps console command, as the game searches for many files in that folder.

You better place your maps in there and avoid problems...

If you're mapping indeed, change the paths in hammer in order to always save the compiled map into /Portal2_dlc1 folder... This way, we you want to build cubemaps for your maps for example, it will work, otherwise not.

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Logic
298 Posts
Posted May 03, 2012
Replied 9 minutes later

josepezdj wrote:
Becasue since the DLC, portal2_dlc1 folder is the first one the game load. It became the main folder in the game path and in fact that screwed up a few things... like buildcubemaps console command, as the game searches for many files in that folder.

You better place your maps in there and avoid problems...

If you're mapping indeed, change the paths in hammer in order to always save the compiled map into /Portal2_dlc1 folder... This way, we you want to build cubemaps for your maps for example, it will work, otherwise not.

Is there a tutorial on how to change the paths properly?

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josepezdj
2,386 Posts
Posted May 03, 2012
Replied 1 hour later
Go to Hammer and open Tools > Options > Build Programs Tab > and find "Place compiled maps in this directory before running the game".

Then change the path to: ***$SteamUserDir\portal 2\portal2_dlc1\maps***

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Logic
298 Posts
Posted May 03, 2012
Replied 6 minutes later

josepezdj wrote:
Go to Hammer and open Tools > Options > Build Programs Tab > and find "Place compiled maps in this directory before running the game".

Then change the path to: ***$SteamUserDir\portal 2\portal2_dlc1\maps***

It was easier then I though. I actually did it myself 10 minutes ago, but thanks for responding :smile:

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Lpfreaky90
2,842 Posts
Posted May 03, 2012
Replied 18 minutes later
Just do a full compile before you release it, no need to rebuild cubemaps :razz:
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Logic
298 Posts
Posted May 03, 2012
Replied 13 minutes later

lpfreaky90 wrote:
Just do a full compile before you release it, no need to rebuild cubemaps :razz:

Sorry for being a complete noob, but is there anything special with the so called "full compile" or is it just an ordinary compile? x)

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Lpfreaky90
2,842 Posts
Posted May 03, 2012
Replied 41 minutes later

Logic wrote:
lpfreaky90 wrote:

Just do a full compile before you release it, no need to rebuild cubemaps :razz:

Sorry for being a complete noob, but is there anything special with the so called "full compile" or is it just an ordinary compile? x)

A full compile (select it from expert mode) renders both LDR and HDR lighting (so better lighting), it also renders the shadows a lot better.

Finally it compiles cubemaps for LDR and HDR, all in all it makes your map look a lot better. You should always do this before releasing your map. I wouldn't recommend this for compiles while testing since the compile takes about two times as long. (since it does a LDR AND an HDR render :wink:)

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Logic
298 Posts
Posted May 03, 2012
Replied 1 hour later

lpfreaky90 wrote:
A full compile (select it from expert mode) renders both LDR and HDR lighting (so better lighting), it also renders the shadows a lot better.

Finally it compiles cubemaps for LDR and HDR, all in all it makes your map look a lot better. You should always do this before releasing your map. I wouldn't recommend this for compiles while testing since the compile takes about two times as long. (since it does a LDR AND an HDR render :wink:)

Good to know xD I'll probably release a map tomorrow so you probably saved me an embarrassing moment there :smile: Thanks!

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HMW
806 Posts
Posted May 04, 2012
Replied 16 hours later
As far as I'm aware, final compile doesn't build cube maps since those must be generated inside the game.

Or am I missing something?

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taco
504 Posts
Posted May 04, 2012
Replied 19 minutes later
I always build cubemaps in LDR and HDR manually inside the game after running a full compile. Isn't that the only way to do it?

Running full compile runs VRAD with '-both' parameter enabled but it doesn't build your maps for you.