A variety of questions

Avatar
tesselode
16 Posts
Posted Jun 06, 2012
So I'm trying to take a PTI map and make it fancy (a.k.a. give it the "destroyed" theme). Here's some noob questions:
-The mapping wiki says to decorate the holes in the ceiling with rusty frames and foliage. What is the name of the rusty frame model(s)? I couldn't find it anywhere.
-After changing the mandatory observation room into a broken one, I get stuck on a black screen upon loading the map. Quite odd. Anyone know what might be causing this?'

Edit: Haha, nice post rank.

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Avatar
msleeper
4,136 Posts
Admin
Posted Jun 06, 2012
Replied 3 minutes later

tesselode wrote:
-After changing the mandatory observation room into a broken one, I get stuck on a black screen upon loading the map. Quite odd. Anyone know what might be causing this?'

Leaks, probably. I genuinely doubt that the geometry of those instances is plug-and-play. Post your compile log in [code] tags and we'll see.

Avatar
tesselode
16 Posts
Posted Jun 06, 2012
Replied 23 minutes later

msleeper wrote:
tesselode wrote:

-After changing the mandatory observation room into a broken one, I get stuck on a black screen upon loading the map. Quite odd. Anyone know what might be causing this?'

Leaks, probably. I genuinely doubt that the geometry of those instances is plug-and-play. Post your compile log in [code] tags and we'll see.

OK, guess what. Since I assumed that the map would work fine if I didn't make any changes, I assumed that it was not working because I changed the observation room. It turns out, it was broken even without any changes. I figured out why: apparently I can't have spaces in the file name of the map.

So that problem's solved. I still could use help finding the rusty frame model, though.

Avatar
RubyCarbuncIe
303 Posts
Posted Jun 06, 2012
Replied 4 minutes later

tesselode wrote:
-The mapping wiki says to decorate the holes in the ceiling with rusty frames and foliage. What is the name of the rusty frame model(s)? I couldn't find it anywhere.

type "destruction" into the model browser and scroll down somewhere near the bottom. You'll see everything you'd need there.

Avatar
tesselode
16 Posts
Posted Jun 06, 2012
Replied 4 minutes later
Wow, thanks for all the fast replies!

Anyway, it turns out the black screen problem is still there. The map worked after I renamed it, but it broke again when I tried changing the observation room again. Here's a compile log:



materialPath: c:\program files\steam\steamapps\common\portal 2\portal2\materials
Loading C:\Program Files\Steam\steamapps\common\portal 2\sdk_content\maps\peti_map.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
nummapplanes:     (  7538 / 65536 )
nummapbrushes:    (  1336 /  8192 )
nummapbrushsides: ( 11268 / 65536 )
num_map_overlays: (     9 /   512 )
nummodels:      (     0 /  1024 )
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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 574 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\steamapps\common\portal 2\sdk_content\maps\peti_map.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) (486873 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2249 texinfos to 560
Reduced 47 texdatas to 42 (1339 bytes to 1199)
Writing C:\Program Files\Steam\steamapps\common\portal 2\sdk_content\maps\peti_map.bsp
4 seconds elapsed



2 threads
reading c:\program files\steam\steamapps\common\portal 2\sdk_content\maps\peti_map.bsp
reading c:\program files\steam\steamapps\common\portal 2\sdk_content\maps\peti_map.prt
  93 portalclusters
 150 numportals
0...1...2...3...4...5...6...7...8...9...10Optimized: 115 visible clusters (0.00%)
Total clusters visible: 2866
Average clusters visible: 30
Building PAS...
Average clusters audible: 34
visdatasize:2255  compressed from 2976
writing c:\program files\steam\steamapps\common\portal 2\sdk_content\maps\peti_map.bsp
0 seconds elapsed



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

Loading c:\program files\steam\steamapps\common\portal 2\sdk_content\maps\peti_map.bsp
1576 faces
182235 square feet [26241918.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1576 patches before subdivision
zero area child patch
13580 patches after subdivision
61 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 1078002, max 371
transfer lists:   8.2 megs
0...1...2...3...4...5...6...7...8...9...10   Bounce #1 added RGB(28161, 34724, 37927)
0...1...2...3...4...5...6...7...8...9...10   Bounce #2 added RGB(16609, 20682, 22546)
0...1...2...3...4...5...6...7...8...9...10   Bounce #3 added RGB(10829, 13555, 14727)
0...1...2...3...4...5...6...7...8...9...10   Bounce #4 added RGB(7194, 9031, 9751)
0...1...2...3...4...5...6...7...8...9...10   Bounce #5 added RGB(4866, 6119, 6553)
0...1...2...3...4...5...6...7...8...9...10   Bounce #6 added RGB(3312, 4169, 4421)
0...1...2...3...4...5...6...7...8...9...10   Bounce #7 added RGB(2266, 2853, 2993)
0...1...2...3...4...5...6...7...8...9...10   Bounce #8 added RGB(1554, 1957, 2029)
0...1...2...3...4...5...6...7...8...9...10   Bounce #9 added RGB(1068, 1345, 1378)
0...1...2...3...4...5...6...7...8...9...10   Bounce #10 added RGB(735, 925, 936)
0...1...2...3...4...5...6...7...8...9...10   Bounce #11 added RGB(506, 637, 636)
0...1...2...3...4...5...6...7...8...9...10   Bounce #12 added RGB(349, 438, 433)
0...1...2...3...4...5...6...7...8...9...10   Bounce #13 added RGB(240, 302, 294)
0...1...2...3...4...5...6...7...8...9...10   Bounce #14 added RGB(166, 208, 200)
0...1...2...3...4...5...6...7...8...9...10   Bounce #15 added RGB(114, 143, 136)
0...1...2...3...4...5...6...7...8...9...10   Bounce #16 added RGB(79, 99, 93)
0...1...2...3...4...5...6...7...8...9...10   Bounce #17 added RGB(54, 68, 63)
0...1...2...3...4...5...6...7...8...9...10   Bounce #18 added RGB(37, 47, 43)
0...1...2...3...4...5...6...7...8...9...10   Bounce #19 added RGB(26, 32, 29)
0...1...2...3...4...5...6...7...8...9...10   Bounce #20 added RGB(18, 22, 20)
0...1...2...3...4...5...6...7...8...9...10   Bounce #21 added RGB(12, 15, 14)
0...1...2...3...4...5...6...7...8...9...10   Bounce #22 added RGB(8, 11, 9)
0...1...2...3...4...5...6...7...8...9...10   Bounce #23 added RGB(6, 7, 6)
0...1...2...3...4...5...6...7...8...9...10   Bounce #24 added RGB(4, 5, 4)
0...1...2...3...4...5...6...7...8...9...10   Bounce #25 added RGB(3, 3, 3)
0...1...2...3...4...5...6...7...8...9...10   Bounce #26 added RGB(2, 2, 2)
0...1...2...3...4...5...6...7...8...9...10   Bounce #27 added RGB(1, 2, 1)
0...1...2...3...4...5...6...7...8...9...10   Bounce #28 added RGB(1, 1, 1)
0...1...2...3...4...5...6...7...8...9...10   Bounce #29 added RGB(1, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0061 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
22 of 22 (100% 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                  54/1024         2592/49152    ( 5.3%) 
brushes               1336/8192        16032/98304    (16.3%) 
brushsides           11318/65536       90544/524288   (17.3%) 
planes                7566/65536      151320/1310720  (11.5%) 
vertexes              3539/65536       42468/786432   ( 5.4%) 
nodes                  886/65536       28352/2097152  ( 1.4%) 
texinfos               560/12288       40320/884736   ( 4.6%) 
texdata                 42/2048         1344/65536    ( 2.1%) 
dispinfos                0/0               0/0        ( 0.0%) 
disp_verts               0/0               0/0        ( 0.0%) 
disp_tris                0/0               0/0        ( 0.0%) 
disp_multiblend          0/0               0/0        ( 0.0%) 
disp_lmsamples           0/0               0/0        ( 0.0%) 
faces                 1576/65536       88256/3670016  ( 2.4%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             1353/65536       75768/3670016  ( 2.1%) 
facebrushes            456/0             912/0        ( 0.0%) 
facebrushlists        1576/0            6304/0        ( 0.0%) 
leaves                 941/65536       30112/2097152  ( 1.4%) 
leaffaces             1808/65536        3616/131072   ( 2.8%) 
leafbrushes           2657/65536        5314/131072   ( 4.1%) 
areas                    9/256            72/2048     ( 3.5%) 
surfedges            12745/512000      50980/2048000  ( 2.5%) 
edges                 8062/256000      32248/1024000  ( 3.1%) 
LDR worldlights         61/8192         6100/819200   ( 0.7%) 
HDR worldlights          0/8192            0/819200   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            167/32768        1670/327680   ( 0.5%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          2802/65536        5604/131072   ( 4.3%) 
cubemapsamples           3/1024           48/16384    ( 0.3%) 
overlays                 9/512          3168/180224   ( 1.8%) 
LDR lightdata         [variable]      935900/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]        2255/16777216 ( 0.0%) 
entdata               [variable]      137949/393216   (35.1%) 
LDR ambient table      941/65536        3764/262144   ( 1.4%) 
HDR ambient table      941/65536        3764/262144   ( 1.4%) 
LDR leaf ambient      3322/65536       93016/1835008  ( 5.1%) 
HDR leaf ambient       941/65536       26348/1835008  ( 1.4%) 
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]           1/12720    ( 0.0%) 
pakfile               [variable]      298580/0        ( 0.0%) 
physics               [variable]      486873/4194304  (11.6%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 4181
Writing c:\program files\steam\steamapps\common\portal 2\sdk_content\maps\peti_map.bsp
11 seconds elapsed

My observation room is intersecting some brushes and not quite fitting in the space I put it in. Is that the problem?

Avatar
josepezdj
2,386 Posts
Posted Jun 06, 2012
Replied 3 hours later

I don't think there's anything wrong in that compile log. So your problem should be caused by something you're missing in another level. If I understood yourr problem well, that black screen appears right when you try to load the map from the game menu (Play community chambers), right? or is it via the developer console? Also these questions:

  1. Have you tried to remove that observation room and check again if you can run the map?

  2. Have you got more than 1 observation room inside your map?

  3. Have you modified more stuff than just the visual look into that observation room?

Avatar
Lpfreaky90
2,842 Posts
Posted Jun 06, 2012
Replied 27 minutes later
could it be that the observation room was your only light source?
Avatar
zivi7
649 Posts
Posted Jun 06, 2012
Replied 29 minutes later
I've been doing those PTI to Hammer transitions, too, and had similar problems.

Load the map ingame and when you see the black screen, noclip around to see where you are starting. If you started in a blacked out entrance room, try this: Double click your entrance elevator instance and check if the no_player_start value is set to 1.

To find out if LP is right, type mat_fullbright 1 into the console. Do you see everything again? Then the problem is that you have no light.

If you start and only hear wind sound that means for some reason you started at the origin of the grid and outside your actualy map. I had that problem with one pti map. Try to move everything (draw a rectangle about everything and hit enter in one of the 2D views) away from the origin and compiling again.

Avatar
tesselode
16 Posts
Posted Jun 06, 2012
Replied 6 hours later

josepezdj wrote:
I don't think there's anything wrong in that compile log. So your problem should be caused by something you're missing in another level. If I understood yourr problem well, that black screen appears right when you try to load the map from the game menu (Play community chambers), right? or is it via the developer console? Also these questions:

  1. Have you tried to remove that observation room and check again if you can run the map?

  2. Have you got more than 1 observation room inside your map?

  3. Have you modified more stuff than just the visual look into that observation room?

I'm loading from the console by using map peti_map.

  1. yes, that doesn't help
  2. no
  3. All I did was change the p2editor observation room into a standard one, and then move/rotate it to get it into the wall again.

lpfreaky90 wrote:
could it be that the observation room was your only light source?

It is, but I think PTI editor automatically adds in point lights every few blocks or so.

zivi7 wrote:
I've been doing those PTI to Hammer transitions, too, and had similar problems.

Load the map ingame and when you see the black screen, noclip around to see where you are starting. If you started in a blacked out entrance room, try this: Double click your entrance elevator instance and check if the no_player_start value is set to 1.

To find out if LP is right, type mat_fullbright 1 into the console. Do you see everything again? Then the problem is that you have no light.

If you start and only hear wind sound that means for some reason you started at the origin of the grid and outside your actualy map. I had that problem with one pti map. Try to move everything (draw a rectangle about everything and hit enter in one of the 2D views) away from the origin and compiling again.

I'm not getting any wind sound. The lighting is actually working, once I used noclip, it turns out I've spawning right in the entrance, and once I get into the room everything looks fine. I tried changing the no_player_start to 0, at first it worked, and then I changed it back to 1 to make sure that was the problem, and it still worked. Then every time I switched it after that, it didn't work. So apparently that's not the problem.

Avatar
josepezdj
2,386 Posts
Posted Jun 06, 2012
Replied 13 minutes later

tesselode wrote:
3. All I did was change the p2editor observation room into a standard one, and then move/rotate it to get it into the wall again.

This is my bet: I think that when you changed that observation room for a different one, you didn't care about the inner items and their names. Each observation room uses to come with an env_ projected_texture which is a special entity as you can't have more than just 1 active at the same time into your level. Surely this entity was triggered somehow and now maybe your map continuous looking for it to lighten it up but fails...

You mentioned you only changed it for a standard one and that you removed any, but have you tried to place again that one you added in the first place? in the case that it was placed into your map automatically, can you remember the name/location of that first obs-room? Try to place it again and see if your map works again...

And if your map works again, try now to modify THAT observation room visuals (textures, glass, even window frames...) but leave the rest as it comes.

Avatar
tesselode
16 Posts
Posted Jun 06, 2012
Replied 11 minutes later

josepezdj wrote:
tesselode wrote:

  1. All I did was change the p2editor observation room into a standard one, and then move/rotate it to get it into the wall again.

This is my bet: I think that when you changed that observation room for a different one, you didn't care about the inner items and their names. Each observation room uses to come with an env_ projected_texture which is a special entity as you can't have more than just 1 active at the same time into your level. Surely this entity was triggered somehow and now maybe your map continuous looking for it to lighten it up but fails...

You mentioned you only changed it for a standard one and that you removed any, but have you tried to place again that one you added in the first place? in the case that it was placed into your map automatically, can you remember the name/location of that first obs-room? Try to place it again and see if your map works again...

And if your map works again, try now to modify THAT observation room visuals (textures, glass, even window frames...) but leave the rest as it comes.

I tried changing the vmf back to the p2editor observation room; it didn't help. Keep in mind that all I did to change it to the standard observation room was change the vmf filename, so the fixup name should be intact from the editor. Is it supposed to be observationroom2 by any chance?

Edit: On another note, even though I've been saving periodically by pressing Ctrl+S, when I close the program, it asks me if I want to save my changes. Maybe it hasn't been saving properly? Or does it always do that?

Avatar
zivi7
649 Posts
Posted Jun 06, 2012
Replied 19 minutes later

tesselode wrote:
I'm not getting any wind sound. The lighting is actually working, once I used noclip, it turns out I've spawning right in the entrance, and once I get into the room everything looks fine. I tried changing the no_player_start to 0, at first it worked, and then I changed it back to 1 to make sure that was the problem, and it still worked. Then every time I switched it after that, it didn't work. So apparently that's not the problem.

The way you describe it it DOES sound like a problem. I made a thread about this behaviour: puzzle-creator/how-to-reimplement-the-pti-elevators-after-hammer-polish-t6371.html

Quote:
How to fix the entrance:

Move the camera inside the entrance elevator. Doubleclick into the orange "blob" that's filling the whole elevator. That's the func_instance combining all the stuff happening in the beginning. You should see the Class Info now. See the second entry from the top: $no_player_start. Change its value from 0 to 1. That should do it.

Edit: It might be necessary to also do this for the entrance room. So doubleclick into the orange "blob" that's filling the whole entrance room. Change the $no_player_start value to 1 here, too.

Note: If it happens to you that after doing this and compiling you suddenly start in a black room without a portalgun, this helped me: Save and close Hammer, open it again and load the map, compile again.

And while editing my latest map in Hammer, I found that this last problem might have to do with having something of the map at the origin (the point where the x y and z axis meet up). You could try to move everything away from it.

Avatar
tesselode
16 Posts
Posted Jun 06, 2012
Replied 48 minutes later

zivi7 wrote:
tesselode wrote:

I'm not getting any wind sound. The lighting is actually working, once I used noclip, it turns out I've spawning right in the entrance, and once I get into the room everything looks fine. I tried changing the no_player_start to 0, at first it worked, and then I changed it back to 1 to make sure that was the problem, and it still worked. Then every time I switched it after that, it didn't work. So apparently that's not the problem.

The way you describe it it DOES sound like a problem. I made a thread about this behaviour: puzzle-creator/how-to-reimplement-the-pti-elevators-after-hammer-polish-t6371.html

Quote:

How to fix the entrance:

Move the camera inside the entrance elevator. Doubleclick into the orange "blob" that's filling the whole elevator. That's the func_instance combining all the stuff happening in the beginning. You should see the Class Info now. See the second entry from the top: $no_player_start. Change its value from 0 to 1. That should do it.

Edit: It might be necessary to also do this for the entrance room. So doubleclick into the orange "blob" that's filling the whole entrance room. Change the $no_player_start value to 1 here, too.

Note: If it happens to you that after doing this and compiling you suddenly start in a black room without a portalgun, this helped me: Save and close Hammer, open it again and load the map, compile again.

And while editing my latest map in Hammer, I found that this last problem might have to do with having something of the map at the origin (the point where the x y and z axis meet up). You could try to move everything away from it.

So...this pretty much occurs randomly when compiling? Because that's what it seems like.

Avatar
zivi7
649 Posts
Posted Jun 06, 2012
Replied 8 minutes later
That's what it seemed like to me, too. But after I moved everything away from the origin, saved, closed, opened again - it never happened again.
Avatar
tesselode
16 Posts
Posted Jun 06, 2012
Replied 11 minutes later
Cool, so I just got everything in my map to disappear with no undo. Doesn't reappear after re-opening. That's cool. All I did was move the camera.

Any idea how I did that so I can avoid doing that again?

Edit: On second thought, I might have accidentally hit H.

Edit 2: Alright, moving everything away from the origin seems to work. I even changed the observation room and it hasn't thrown up on me. Thanks, zivi7.

Avatar
zivi7
649 Posts
Posted Jun 06, 2012
Replied 7 minutes later
Glad it worked for you, too. :thumbup:
Avatar
tesselode
16 Posts
Posted Jun 06, 2012
Replied 11 minutes later
OK, so I tried to add a prop_static, and Hammer crashed. When I re-opened Hammer, I tried to reload the file, and it crashed again. After a couple times of this, I just used the open dialog to open my map, and here's what's left of it, apparently:

img

Avatar
zivi7
649 Posts
Posted Jun 06, 2012
Replied 8 minutes later
I don't know what the room looked like before so I don't know what's wrong wth that one. But these replies back and forth are getting a bit tedious, maybe you want to continue the conversation on IRC? irc.html
Avatar
Vordwann
767 Posts
Posted Jun 06, 2012
Replied 6 minutes later
The rusty frame model is just one of the skins of the clean frame model. They are called square beams, and you can find them by searching in the model browser: square. All the different sizes should come up at the top. Once you've set that model as the world model of your prop_static, change the skin to 1 for rusty and 2 for blue. If the skin is 0, it will be clean and grey.
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BenVlodgi
633 Posts
Posted Jun 08, 2012
Replied 2 days later
you may have figured it out by now.. but I dont feel like reading everything
the mandatory observation room is mandatory because it has some vital logic relays, last I checked, I recommend building your own elevators from instances, especially if you want to go with the overgrown theme
I also recommend you learn how to use hammer for normal map making before you try to jump to the fancy stuff IE. detailing.