Compileing

Avatar
Y3SM3N
2 Posts
Posted Jun 27, 2011
First id like to say i apologize for doing a compiling topic or watever if there already is one. 2nd i'm not super computer savie or anything so i could use some help. the SDK for portal 2 wont alow me to play my new map after compileing. i dont know what areas the error would be in but i think there is one. here is my compile log (ive placed a :1up: before and after everything in yellow or red.)

log
||-------------------------------------------------------------------------------
Running command: cd "c:\program files\steam\steamapps\common\portal 2\bin"



Running command: "c:\program files\steam\steamapps\common\portal 2\bin\vbsp.exe"
-game "c:\program files\steam\steamapps\common\portal 2\portal2" "C:\Program Fi
les\Steam\steamapps\common\portal 2\sdk_content\maps\bouncer.vmf"


Valve Software - vbsp.exe (May 3 2011)
2 threads
materialPath: c:\program files\steam\steamapps\common\portal 2\portal2\materials

Loading C:\Program Files\Steam\steamapps\common\portal 2\sdk_content\maps\bounce
r.vmf
:1up: ConVarRef gpu_level doesn't point to an existing ConVar :1up: -yellow
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 Files\Steam\steamapps\common\portal 2\sdk_content\maps\bounce
r.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) (17154 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 18 texinfos to 15
Reduced 5 texdatas to 5 (145 bytes to 145)
Writing C:\Program Files\Steam\steamapps\common\portal 2\sdk_content\maps\bounce
r.bsp
0 seconds elapsed


Running command: cd "c:\program files\steam\steamapps\common\portal 2\bin"


Running command: "c:\program files\steam\steamapps\common\portal 2\bin\vvis.exe"
-game "c:\program files\steam\steamapps\common\portal 2\portal2" -fast "C:\Prog
ram Files\Steam\steamapps\common\portal 2\sdk_content\maps\bouncer"


Valve Software - vvis.exe (May 3 2011)
fastvis = true
2 threads
reading c:\program files\steam\steamapps\common\portal 2\sdk_content\maps\bounce
r.bsp
reading c:\program files\steam\steamapps\common\portal 2\sdk_content\maps\bounce
r.prt
160 portalclusters
462 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 199 visible clusters (0.00%)
Total clusters visible: 24754
Average clusters visible: 154
Building PAS...
Average clusters audible: 160
visdatasize:7687 compressed from 7680
writing c:\program files\steam\steamapps\common\portal 2\sdk_content\maps\bounce
r.bsp
0 seconds elapsed


Running command: cd "c:\program files\steam\steamapps\common\portal 2\bin"


Running command: "c:\program files\steam\steamapps\common\portal 2\bin\vrad.exe"
-game "c:\program files\steam\steamapps\common\portal 2\portal2" -noextra "C:\
Program Files\Steam\steamapps\common\portal 2\sdk_content\maps\bouncer"


Valve Software - vrad.exe SSE (May 3 2011)

  Valve Radiosity Simulator

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

Loading c:\program files\steam\steamapps\common\portal 2\sdk_content\maps\bounce
r.bsp
Setting up ray-trace acceleration structure... Done (0.03 seconds)
5621 faces
5802595 square feet [835573760.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
5621 patches before subdivision
469479 patches after subdivision
17 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (8)
BuildVisLeafs: 0.Finished. Press a key to close.||

i think this is shorter then most compileings also. but i could be rong.

Advertisement
Registered users don’t see ads! Register now!
Avatar
Marlovious
111 Posts
Posted Jun 27, 2011
Replied 13 minutes later
That error is nothing. You can ignore it. Are you manually copying your map from the sdk_content/maps into portal2/portal 2/maps?

When you "run map" from hammer do you have all the boxes on the left checked? Your compile log doesn't say anything about copying and starting portal.

Avatar
WinstonSmith
940 Posts
Posted Jun 27, 2011
Replied 1 minute later
Could you be more specific as to why you can't test the map? Check if the BSP file with your map's name exists in C:\Program Files\Steam\steamapps\common\portal 2\portal2\maps. Also, in Hammer, go to Map and hit "Check for Problems". If there's an invalid solid, delete it or remake it.
Avatar
ChickenMobile
2,460 Posts
Posted Jun 27, 2011
Replied 3 minutes later
I don't see any immediate errors but I did notice that you have fast compile on for vvis and it skipped the bounce light values when it compiles vrad.

Just a few questions:
Do you have a spawn point in your map?
Do you have any Brushes parented to panels that are not parentattatched?

In order to see if its your compile or entities in your map, use the VisGroups panel to the right and hide everything except for world brushes and point entities (excluding props) and try to play it.

Avatar
Y3SM3N
2 Posts
Posted Jun 27, 2011
Replied 12 minutes later
ok i tried and checked for problems and a few cam up i fixed them . also i turned the speed to normal.
and yes i have all the boxes (exept for the "dont run game") to the left checked and it works. thx for the help. and to chicken mobile, i dont know what brush is but i herd it alot serching for people who had similar problems. what is it?
Advertisement
Registered users don’t see ads! Register now!
Avatar
ChickenMobile
2,460 Posts
Posted Jun 27, 2011
Replied 7 minutes later

Y3SM3N wrote:
and to chicken mobile, i dont know what brush is but i herd it alot serching for people who had similar problems. what is it?

A brush is any block inside your map. It could be a platform, a wall, a table top. You name it.
A func_brush is a brush entity which is mainly used to parent to moving objects. You can texture this normally like a world brush.