map closing down portal2.exe

Avatar
Fresh
17 Posts
Posted Jun 05, 2011

Just created a map a little test map tp see if i could make it before i put it into my real map but whenever i try and start them map it will close portal2.exe after it loaded half way. This has happened on two maps i have re-downloaded both tools and portal 2 still get this error.

Any one know why i am sure i have built both of the test maps correctly i have posted both of the VMF files could some one please tell me what has gone wrong.

BSP Files to see if they work on your computer:

Map 1 - Jibberish2

http://dl.dropbox.com/u/15971566/jibberish2.bsp

Map 2 - Jibberish4

http://dl.dropbox.com/u/15971566/jibberish4.bsp

Attachments
jibberish3.vmf
0.03 MB 45 downloads
jibberish4.vmf
0.03 MB 41 downloads
Advertisement
Registered users don’t see ads! Register now!
Avatar
Sliipperi
30 Posts
Posted Jun 05, 2011
Replied 2 hours later
Compile log, please.
Avatar
Fresh
17 Posts
Posted Jun 05, 2011
Replied 52 minutes later

Sliipperi wrote:
Compile log, please.

Any chance on how i would go about do that ?

Avatar
Sliipperi
30 Posts
Posted Jun 05, 2011
Replied 21 minutes later
Compile your map, right click on the compile window (when it's done), select all and then copy. Paste it here.
Avatar
Fresh
17 Posts
Posted Jun 05, 2011
Replied 24 minutes later

Sliipperi wrote:
Compile your map, right click on the compile window (when it's done), select all and then copy. Paste it here.

it wont let me click any were on the CMD i have tapped right click like 100 times and it does not come up with any options, any chance you will be able to download the VMF files and do it for me because it aint working for me

Avatar
Another Bad Pun
516 Posts
Posted Jun 05, 2011
Replied 7 minutes later
Those aren't VMF files. They may be the source of them, but not actually VMF's. AKA nobody can open them.

To fix this, just add an attachment, and put the VMF file in the attachment.

PS

If you want to copy the compile log, it helps to check the wait until keypress option in the Basic compile settings.

Avatar
Fresh
17 Posts
Posted Jun 05, 2011
Replied 6 minutes later

Another Bad Pun wrote:
Those aren't VMF files. They may be the source of them, but not actually VMF's. AKA nobody can open them.

To fix this, just add an attachment, and put the VMF file in the attachment.

PS

If you want to copy the compile log, it helps to check the wait until keypress option in the Basic compile settings.

**MY FIRST MAP COMPILE LOG IS**

-------------------------------------------------------------------------------
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\vbs
p.exe" -game "c:\program files (x86)\steam\steamapps\common\portal 2\portal2" "C
:\Program Files (x86)\Steam\steamapps\common\portal 2\sdk_content\maps\jibberish
4.vmf"
-------------------------------------------------------------------------------

Valve Software - vbsp.exe (May  3 2011)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\common\portal 2\portal2\mat
erials
Loading C:\Program Files (x86)\Steam\steamapps\common\portal 2\sdk_content\maps\
jibberish4.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\
jibberish4.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) (4959 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 9 texinfos to 6
Reduced 1 texdatas to 1 (37 bytes to 37)
Writing C:\Program Files (x86)\Steam\steamapps\common\portal 2\sdk_content\maps\
jibberish4.bsp
0 seconds elapsed

-------------------------------------------------------------------------------
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\vvi
s.exe" -game "c:\program files (x86)\steam\steamapps\common\portal 2\portal2" "C
:\Program Files (x86)\Steam\steamapps\common\portal 2\sdk_content\maps\jibberish
4"
-------------------------------------------------------------------------------

Valve Software - vvis.exe (May  3 2011)
2 threads
reading c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\
jibberish4.bsp
reading c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\
jibberish4.prt
  20 portalclusters
  37 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 260
Average clusters visible: 13
Building PAS...
Average clusters audible: 20
visdatasize:284  compressed from 320
writing c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\
jibberish4.bsp
0 seconds elapsed

-------------------------------------------------------------------------------
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\vra
d.exe"  -game "c:\program files (x86)\steam\steamapps\common\portal 2\portal2" "
C:\Program Files (x86)\Steam\steamapps\common\portal 2\sdk_content\maps\jibberis
h4"
-------------------------------------------------------------------------------

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 (x86)\steam\steamapps\common\portal 2\sdk_content\maps\
jibberish4.bsp
Setting up ray-trace acceleration structure... Done (0.01 seconds)
120 faces
134172 square feet [19320832.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
120 patches before subdivision
16456 patches after subdivision
0 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 1914918, max 368
transfer lists:  14.6 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0159 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                   2/1024           96/49152    ( 0.2%)
brushes                 13/8192          156/98304    ( 0.2%)
brushsides              78/65536         624/524288   ( 0.1%)
planes                  84/65536        1680/1310720  ( 0.1%)
vertexes               169/65536        2028/786432   ( 0.3%)
nodes                   68/65536        2176/2097152  ( 0.1%)
texinfos                 6/12288         432/884736   ( 0.0%)
texdata                  1/2048           32/65536    ( 0.0%)
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                  120/65536        6720/3670016  ( 0.2%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces               28/65536        1568/3670016  ( 0.0%)
facebrushes             24/0              48/0        ( 0.0%)
facebrushlists         120/0             480/0        ( 0.0%)
leaves                  71/65536        2272/2097152  ( 0.1%)
leaffaces              184/65536         368/131072   ( 0.3%)
leafbrushes             36/65536          72/131072   ( 0.1%)
areas                    2/256            16/2048     ( 0.8%)
surfedges              620/512000       2480/2048000  ( 0.1%)
edges                  347/256000       1388/1024000  ( 0.1%)
LDR worldlights          0/8192            0/819200   ( 0.0%)
HDR worldlights          0/8192            0/819200   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips              0/32768           0/327680   ( 0.0%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices             0/65536           0/131072   ( 0.0%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]     1324288/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]         284/16777216 ( 0.0%)
entdata               [variable]        3345/393216   ( 0.9%)
LDR ambient table       71/65536         284/262144   ( 0.1%)
HDR ambient table       71/65536         284/262144   ( 0.1%)
LDR leaf ambient        26/65536         728/1835008  ( 0.0%)
HDR leaf ambient        71/65536        1988/1835008  ( 0.1%)
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]           1/12       ( 8.3%)
pakfile               [variable]       74438/0        ( 0.0%)
physics               [variable]        4959/4194304  ( 0.1%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 268
Writing c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\
jibberish4.bsp
2 seconds elapsed

-------------------------------------------------------------------------------
Running command: copy "C:\Program Files (x86)\Steam\steamapps\common\portal 2\sd
k_content\maps\jibberish4.bsp" "c:\program files (x86)\steam\steamapps\common\po
rtal 2\portal2\maps\jibberish4.bsp"
-------------------------------------------------------------------------------

Finished. Press a key to close.

**My SECOND MAP COMPILE LOG**

-------------------------------------------------------------------------------
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\vbs
p.exe" -game "c:\program files (x86)\steam\steamapps\common\portal 2\portal2" "C
:\Program Files (x86)\Steam\steamapps\common\portal 2\sdk_content\maps\jibberish
4.vmf"
-------------------------------------------------------------------------------

Valve Software - vbsp.exe (May  3 2011)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\common\portal 2\portal2\mat
erials
Loading C:\Program Files (x86)\Steam\steamapps\common\portal 2\sdk_content\maps\
jibberish4.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\
jibberish4.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) (4959 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 9 texinfos to 6
Reduced 1 texdatas to 1 (37 bytes to 37)
Writing C:\Program Files (x86)\Steam\steamapps\common\portal 2\sdk_content\maps\
jibberish4.bsp
0 seconds elapsed

-------------------------------------------------------------------------------
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\vvi
s.exe" -game "c:\program files (x86)\steam\steamapps\common\portal 2\portal2" "C
:\Program Files (x86)\Steam\steamapps\common\portal 2\sdk_content\maps\jibberish
4"
-------------------------------------------------------------------------------

Valve Software - vvis.exe (May  3 2011)
2 threads
reading c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\
jibberish4.bsp
reading c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\
jibberish4.prt
  20 portalclusters
  37 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 260
Average clusters visible: 13
Building PAS...
Average clusters audible: 20
visdatasize:284  compressed from 320
writing c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\
jibberish4.bsp
0 seconds elapsed

-------------------------------------------------------------------------------
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\vra
d.exe"  -game "c:\program files (x86)\steam\steamapps\common\portal 2\portal2" "
C:\Program Files (x86)\Steam\steamapps\common\portal 2\sdk_content\maps\jibberis
h4"
-------------------------------------------------------------------------------

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 (x86)\steam\steamapps\common\portal 2\sdk_content\maps\
jibberish4.bsp
Setting up ray-trace acceleration structure... Done (0.01 seconds)
120 faces
134172 square feet [19320832.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
120 patches before subdivision
16456 patches after subdivision
0 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 1914918, max 368
transfer lists:  14.6 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0159 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                   2/1024           96/49152    ( 0.2%)
brushes                 13/8192          156/98304    ( 0.2%)
brushsides              78/65536         624/524288   ( 0.1%)
planes                  84/65536        1680/1310720  ( 0.1%)
vertexes               169/65536        2028/786432   ( 0.3%)
nodes                   68/65536        2176/2097152  ( 0.1%)
texinfos                 6/12288         432/884736   ( 0.0%)
texdata                  1/2048           32/65536    ( 0.0%)
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                  120/65536        6720/3670016  ( 0.2%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces               28/65536        1568/3670016  ( 0.0%)
facebrushes             24/0              48/0        ( 0.0%)
facebrushlists         120/0             480/0        ( 0.0%)
leaves                  71/65536        2272/2097152  ( 0.1%)
leaffaces              184/65536         368/131072   ( 0.3%)
leafbrushes             36/65536          72/131072   ( 0.1%)
areas                    2/256            16/2048     ( 0.8%)
surfedges              620/512000       2480/2048000  ( 0.1%)
edges                  347/256000       1388/1024000  ( 0.1%)
LDR worldlights          0/8192            0/819200   ( 0.0%)
HDR worldlights          0/8192            0/819200   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips              0/32768           0/327680   ( 0.0%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices             0/65536           0/131072   ( 0.0%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]     1324288/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]         284/16777216 ( 0.0%)
entdata               [variable]        3345/393216   ( 0.9%)
LDR ambient table       71/65536         284/262144   ( 0.1%)
HDR ambient table       71/65536         284/262144   ( 0.1%)
LDR leaf ambient        26/65536         728/1835008  ( 0.0%)
HDR leaf ambient        71/65536        1988/1835008  ( 0.1%)
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]           1/12       ( 8.3%)
pakfile               [variable]       74438/0        ( 0.0%)
physics               [variable]        4959/4194304  ( 0.1%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 268
Writing c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\
jibberish4.bsp
2 seconds elapsed

-------------------------------------------------------------------------------
Running command: copy "C:\Program Files (x86)\Steam\steamapps\common\portal 2\sd
k_content\maps\jibberish4.bsp" "c:\program files (x86)\steam\steamapps\common\po
rtal 2\portal2\maps\jibberish4.bsp"
-------------------------------------------------------------------------------

Finished. Press a key to close.
Avatar
Fresh
17 Posts
Posted Jun 05, 2011
Replied 2 minutes later
DELETED MESSAGE
Avatar
Another Bad Pun
516 Posts
Posted Jun 05, 2011
Replied 16 minutes later
Okay. I've had this problem before. Your compile log looks alot shorter than it should be, (even though it takes up about 1\2 of this thread space,) which means you have an entitie in there that the compiler doesn't like. This usually happens to me when I have a model set up as the wrong type, (like if I accidently put a model that's made for prop_static in a prop_physics,) or an trigger_wind set up wrong.

PS

It would really help if you edited your post and put both of the compile logs in two seperate code tags like this:

THIS IS COMPILE LOG

(But not literaly like what I did.)

EDIT: Lol ninja'd

Avatar
Another Bad Pun
516 Posts
Posted Jun 05, 2011
Replied 15 minutes later
Okay I opened jibberish4 and your entities keep reffering to an entity called simple panel which I can't find in the actual map. :eek:
Avatar
Fresh
17 Posts
Posted Jun 05, 2011
Replied 4 minutes later

Another Bad Pun wrote:
Okay. I've had this problem before. Your compile log looks alot shorter than it should be, (even though it takes up about 1\2 of this thread space,) which means you have an entitie in there that the compiler doesn't like. This usually happens to me when I have a model set up as the wrong type, (like if I accidently put a model that's made for prop_static in a prop_physics,) or an trigger_wind set up wrong.

PS

It would really help if you edited your post and put both of the compile logs in two seperate code tags like this:

```
THIS IS COMPILE LOG

>
>
> (But not literaly like what I did.)
>
> EDIT: Lol ninja'd





Ok thanks i have uploaded my VMF files again i think hopefully they work this time any chance you could what is wrong if not i will tell you what i have got

MAP 1

I am trying to see if i can attach video_arm to paneltop.mdl

MY Video_arm.mdl

prop_dynamic

Name: video_arm
Parent Name: panel_top
World Model: video_arm.mdl

MY Panel_top.mdl

prop_dynamic

Name: panel_top
Parent Name: video_arm
World Model: models/anim_wp/arm_interior_192/arm_interior_128_paneltop.mdl

MY Brush

Name: panel_top_brush
Parent: panel_top

LOGIC_AUTO

Outputs:
OnMapSpawn >>> panel_top >>> SetParentAttachmentMaintainOffset >>> monitor_attach
OnMapSpawn >>> panel_top_brush >>> SetParentAttachmentMaintainOffset >>> panel_attach

LOGIC_RELAY

Name: panel_top_relay

OnTrigger >>> video_arm >>> SetAnimation >>> deploy_angled01

PROP_BUTTON

OnPressed >>> panel_top_relay >>> Trigger
```

Avatar
Fresh
17 Posts
Posted Jun 05, 2011
Replied 1 minutes later

Another Bad Pun wrote:
Okay I opened jibberish4 and your entities keep reffering to an entity called simple panel which I can't find in the actual map. :eek:

If you go to Funnel and zoom right in you will see a little panel called simple_panel it so that the door will rotate and when it does it will show funnel

Avatar
Fresh
17 Posts
Posted Jun 05, 2011
Replied 52 minutes later
Sorry about this ... any one located problem yet ?
Avatar
NocturnalGhost
200 Posts
Posted Jun 05, 2011
Replied 40 minutes later
I've had a quick look, and it seems the crash is being caused by your simple_panel entity, or to be more precise, the fact that the func_brush is parented to it. If you remove the parent line from the func_brush, it doesn't crash.

I don't have time at the moment to look more indepth as to why this is, but hopefully it gives you somewhere to begin testing from.

EDIT:

It would probably be easier if you just made your func_brush into a func_door_rotating, then parent the tractor beam to it.

Avatar
Fresh
17 Posts
Posted Jun 05, 2011
Replied 10 minutes later

NocturnalGhost wrote:
I've had a quick look, and it seems the crash is being caused by your simple_panel entity, or to be more precise, the fact that the func_brush is parented to it. If you remove the parent line from the func_brush, it doesn't crash.

I don't have time at the moment to look more indepth as to why this is, but hopefully it gives you somewhere to begin testing from.

EDIT:

It would probably be easier if you just made your func_brush into a func_door_rotating, then parent the tractor beam to it.

Thanks i will give that a go and get back to you

Avatar
NocturnalGhost
200 Posts
Posted Jun 05, 2011
Replied 9 minutes later
You will also want to disable the tractor beam during rotation, then re-enable it afterwards, since the beam direction won't update until you do this.
Advertisement
Registered users don’t see ads! Register now!
Avatar
Fresh
17 Posts
Posted Jun 05, 2011
Replied 10 minutes later

NocturnalGhost wrote:
You will also want to disable the tractor beam during rotation, then re-enable it afterwards, since the beam direction won't update until you do this.

Thanks it worked got tractor_beam on a delay of 3 seconds, just wondering you know what the matter with my panel and video_arm map once i know that i can then implement them into my proper map