Please help if you can.
Best of luck figuring it out,
Poom
╲╱ ╲╱ ╲╱ ╲╱ ╲╱ ╲╱ [BEGIN LOG FILE ---AFTER LINE] ╲╱ ╲╱ ╲╱ ╲╱ ╲╱ ╲╱ ╲╱
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Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Portal 2\bin"
Running command: "C:\Program Files (x86)\Steam\steamapps\common\Portal 2\bin\vbsp.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\Portal 2\portal2" "c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\theonethatgotaway"
CDynamicFunction: Loading library 'Kernel32.dll' (76A90000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 779138D0
Valve Software - vbsp.exe (Apr 18 2023)
16 threads
Using shader api: shaderapiempty.dll
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Portal 2\portal2\materials
Loading c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\theonethatgotaway.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
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 (x86)\steam\steamapps\common\portal 2\sdk_content\maps\theonethatgotaway.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) (2282 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3 texinfos to 3
Reduced 1 texdatas to 1 (30 bytes to 30)
Writing c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\theonethatgotaway.bsp
nummapplanes: ( 40 / 65536 )
nummapbrushes: ( 6 / 8192 )
nummapbrushsides: ( 36 / 65536 )
num_map_overlays: ( 0 / 512 )
nummodels: ( 1 / 1024 )
num_entities: ( 2 / 16384 )
0 seconds elapsed
CDynamicFunction: Closing library 'Kernel32.dll' (76A90000)
Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Portal 2\bin"
Running command: "C:\Program Files (x86)\Steam\steamapps\common\Portal 2\bin\vvis.exe" -fast -game "C:\Program Files (x86)\Steam\steamapps\common\Portal 2\portal2" "c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\theonethatgotaway"
CDynamicFunction: Loading library 'Kernel32.dll' (76A90000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 779138D0
Valve Software - vvis.exe (Apr 18 2023)
fastvis = true
16 threads
reading c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\theonethatgotaway.bsp
reading c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\theonethatgotaway.prt
4 portalclusters
4 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 16
Average clusters visible: 4
Building PAS...
Average clusters audible: 4
visdatasize:44 compressed from 64
writing c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\theonethatgotaway.bsp
0 seconds elapsed
CDynamicFunction: Closing library 'Kernel32.dll' (76A90000)
Running command: cd "C:\Program Files (x86)\Steam\steamapps\common\Portal 2\bin"
Running command: "C:\Program Files (x86)\Steam\steamapps\common\Portal 2\bin\vrad.exe" -staticproppolys -staticproplighting -staticpropsamplescale 0.25 -bounce 2 -noextra -game "C:\Program Files (x86)\Steam\steamapps\common\Portal 2\portal2" "c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\theonethatgotaway"
CDynamicFunction: Loading library 'Kernel32.dll' (76A90000)
CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 779138D0
Valve Software - vrad.exe SSE (Apr 18 2023)
Valve Radiosity Simulator
Command line: "C:\Program Files (x86)\Steam\steamapps\common\Portal 2\bin\vrad.exe" "-staticproppolys" "-staticproplighting" "-staticpropsamplescale" "0.25" "-bounce" "2" "-noextra" "-game" "C:\Program Files (x86)\Steam\steamapps\common\Portal 2\portal2" "c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\theonethatgotaway"
usage : vrad [options...] bspfile
example: vrad c:\hl2\hl2\maps\test
Common options:
-v (or -verbose): Turn on verbose output (also shows more command
-bounce # : Set max number of bounces (default: 100).
-fast : Quick and dirty lighting.
-fastambient : Per-leaf ambient sampling is lower quality to save compute time.
-final : High quality processing. equivalent to -extrasky 16.
-finitefalloff : use an alternative falloff model that falls off to exactly zero at the zero_percent_distance.
-extrasky n : trace N times as many rays for indirect light and sky ambient.
-low : Run as an idle-priority process.
-mpi : Use VMPI to distribute computations.
-rederror : Show errors in red.
-vproject <directory> : Override the VPROJECT environment variable.
-game <directory> : Same as -vproject.
Other options:
-novconfig : Don't bring up graphical UI on vproject errors.
-dump : Write debugging .txt files.
-dumpnormals : Write normals to debug files.
-dumptrace : Write ray-tracing environment to debug files.
-threads : Control the number of threads vbsp uses (defaults to the #
or processors on your machine).
-lights <file> : Load a lights file in addition to lights.rad and the
level lights file.
-noextra : Disable supersampling.
-debugextra : Places debugging data in lightmaps to visualize
supersampling.
-smooth # : Set the threshold for smoothing groups, in degrees
(default 45).
-dlightmap : Force direct lighting into different lightmap than
radiosity.
-stoponexit : Wait for a keypress on exit.
-mpi_pw <pw> : Use a password to choose a specific set of VMPI workers.
-nodetaillight : Don't light detail props.
-centersamples : Move sample centers.
-luxeldensity # : Rescale all luxels by the specified amount (default: 1.0).
The number specified must be less than 1.0 or it will be
ignored.
-loghash : Log the sample hash table to samplehash.txt.
-onlydetail : Only light detail props and per-leaf lighting.
-maxdispsamplesize #: Set max displacement sample size (default: 512).
-softsun <n> : Treat the sun as an area light source of size <n> degrees. Produces soft shadows.
Recommended values are between 0 and 5. Default is 0.
-FullMinidumps : Write large minidumps on crash.
-chop : Smallest number of luxel widths for a bounce patch, used on edges
-maxchop : Coarsest allowed number of luxel widths for a patch, used in face interiors
-LargeDispSampleRadius: This can be used if there are splotches of bounced
light on terrain. The compile will take longer, but
it will gather light across a wider area.
-StaticPropLighting : generate backed static prop vertex lighting
-StaticPropPolys : Perform shadow tests of static props at polygon precision
-OnlyStaticProps : Only perform direct static prop lighting (vrad debug option)
-StaticPropNormals : when lighting static props, just show their normal vector
-textureshadows : Allows texture alpha channels to block light - rays intersecting alpha surfaces will sample the texture
-noskyboxrecurse : Turn off recursion into 3d skybox (skybox shadows on world)
-nossprops : Globally disable self-shadowing on static props
