Portal 2 Crashes When Compiling A Map With The Peti Editor

Avatar
generalbrody8
9 Posts
Posted Mar 03, 2014
Hello!

I have a problem. Portal 2 crashes every time i try to compile a map with the Peti Editor!

I have tried verifying my game cache a few times, it says there is one file missing every time!

It does it for every chamber, even the default start one.

Anyone have ideas? Thanks!

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Avatar
FelixGriffin
2,680 Posts
Posted Mar 03, 2014
Replied 9 minutes later
Open the console when you start compiling, and look at the log after it crashes (which should be in sdk_content/maps/preview.log). What does it say?
Avatar
generalbrody8
9 Posts
Posted Mar 03, 2014
Replied 1 hour later

Well, I cant open the console while its compiling, But i let it crash anyway. Here is the latest entry into the log, But i don't see any errors

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

Loading c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\preview.bsp
Loaded alpha texture materials\Tools\toolsinvisible.vtf
3112 faces
257969 square feet [37147612.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
3112 patches before subdivision
zero area child patch
29130 patches after subdivision
112 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 3105964, max 522
transfer lists:  23.7 megs
0...1...2...3...4...5...6...7...8...9...10   Bounce #1 added RGB(68409, 85348, 96075)
0...1...2...3...4...5...6...7...8...9...10   Bounce #2 added RGB(38611, 48487, 54720)
0...1...2...3...4...5...6...7...8...9...10   Bounce #3 added RGB(22290, 28085, 31716)
0...1...2...3...4...5...6...7...8...9...10   Bounce #4 added RGB(12873, 16260, 18364)
0...1...2...3...4...5...6...7...8...9...10   Bounce #5 added RGB(7458, 9440, 10662)
0...1...2...3...4...5...6...7...8...9...10   Bounce #6 added RGB(4323, 5481, 6190)
0...1...2...3...4...5...6...7...8...9...10   Bounce #7 added RGB(2508, 3186, 3597)
0...1...2...3...4...5...6...7...8...9...10   Bounce #8 added RGB(1456, 1852, 2091)
0...1...2...3...4...5...6...7...8...9...10   Bounce #9 added RGB(846, 1078, 1216)
0...1...2...3...4...5...6...7...8...9...10   Bounce #10 added RGB(492, 627, 707)
0...1...2...3...4...5...6...7...8...9...10   Bounce #11 added RGB(286, 365, 412)
0...1...2...3...4...5...6...7...8...9...10   Bounce #12 added RGB(166, 213, 240)
0...1...2...3...4...5...6...7...8...9...10   Bounce #13 added RGB(97, 124, 139)
0...1...2...3...4...5...6...7...8...9...10   Bounce #14 added RGB(56, 72, 81)
0...1...2...3...4...5...6...7...8...9...10   Bounce #15 added RGB(33, 42, 47)
0...1...2...3...4...5...6...7...8...9...10   Bounce #16 added RGB(19, 25, 28)
0...1...2...3...4...5...6...7...8...9...10   Bounce #17 added RGB(11, 14, 16)
0...1...2...3...4...5...6...7...8...9...10   Bounce #18 added RGB(6, 8, 9)
0...1...2...3...4...5...6...7...8...9...10   Bounce #19 added RGB(4, 5, 5)
0...1...2...3...4...5...6...7...8...9...10   Bounce #20 added RGB(2, 3, 3)
0...1...2...3...4...5...6...7...8...9...10   Bounce #21 added RGB(1, 2, 2)
0...1...2...3...4...5...6...7...8...9...10   Bounce #22 added RGB(1, 1, 1)
0...1...2...3...4...5...6...7...8...9...10   Bounce #23 added RGB(0, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0052 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
28 of 28 (100% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 177/1024         8496/49152    (17.3%) 
brushes               1964/8192        23568/98304    (24.0%) 
brushsides           16089/65536      128712/524288   (24.5%) 
planes                8772/65536      175440/1310720  (13.4%) 
vertexes              6634/65536       79608/786432   (10.1%) 
nodes                 2674/65536       85568/2097152  ( 4.1%) 
texinfos               810/12288       58320/884736   ( 6.6%) 
texdata                 54/2048         1728/65536    ( 2.6%) 
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                 3112/65536      174272/3670016  ( 4.7%) 
hdr faces             3112/65536      174272/3670016  ( 4.7%) 
origfaces             2619/65536      146664/3670016  ( 4.0%) 
facebrushes           1270/0            2540/0        ( 0.0%) 
facebrushlists        3112/0           12448/0        ( 0.0%) 
leaves                2852/65536       91264/2097152  ( 4.4%) 
leaffaces             3512/65536        7024/131072   ( 5.4%) 
leafbrushes           5360/65536       10720/131072   ( 8.2%) 
areas                   12/256            96/2048     ( 4.7%) 
surfedges            24336/512000      97344/2048000  ( 4.8%) 
edges                14581/256000      58324/1024000  ( 5.7%) 
LDR worldlights          0/8192            0/819200   ( 0.0%) 
HDR worldlights        112/8192        11200/819200   ( 1.4%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            263/32768        2630/327680   ( 0.8%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          4743/65536        9486/131072   ( 7.2%) 
cubemapsamples           2/1024           32/16384    ( 0.2%) 
overlays                20/512          7040/180224   ( 3.9%) 
LDR lightdata         [variable]           0/0        ( 0.0%) 
HDR lightdata         [variable]     1926008/0        ( 0.0%) 
visdata               [variable]       42851/16777216 ( 0.3%) 
entdata               [variable]      212969/393216   (54.2%) 
LDR ambient table     2852/65536       11408/262144   ( 4.4%) 
HDR ambient table     2852/65536       11408/262144   ( 4.4%) 
LDR leaf ambient      2852/65536       79856/1835008  ( 4.4%) 
HDR leaf ambient      5709/65536      159852/1835008  ( 8.7%) 
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]           1/23600    ( 0.0%) 
pakfile               [variable]      966963/0        ( 0.0%) 
physics               [variable]      736904/4194304  (17.6%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 2

Total triangle count: 7604
Writing c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\preview.bsp
13 seconds elapsed
Avatar
FelixGriffin
2,680 Posts
Posted Mar 03, 2014
Replied 2 hours later
Interesting, that looks like a complete VBSP output without VVIS or VRAD (someone correct me if I'm wrong about this). Try deleting your bin/vvis.exe file, then validating.
Avatar
generalbrody8
9 Posts
Posted Mar 03, 2014
Replied 1 hour later

OK, I deleted the file and validated. I tried compiling a map, and it still crashes. Here is the log:

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/preview.vmf
ConVarRef gpu_level doesn't point to an existing ConVar
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 790 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:/Program Files (x86)/Steam/steamapps/common/Portal 2/sdk_content\maps/preview.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) (736904 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2840 texinfos to 810
Reduced 60 texdatas to 54 (1777 bytes to 1607)
Writing C:/Program Files (x86)/Steam/steamapps/common/Portal 2/sdk_content\maps/preview.bsp

nummapplanes:     (  8772 / 65536 )
nummapbrushes:    (  1964 /  8192 )
nummapbrushsides: ( 16039 / 65536 )
num_map_overlays: (    20 /   512 )
nummodels:        (   177 /  1024 )
num_entities:     (   738 /  1750 )

4 seconds elapsed



8 threads
reading c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\preview.bsp
reading c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\preview.prt
 558 portalclusters
1411 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 71 visible clusters (0.00%)
Total clusters visible: 48630
Average clusters visible: 87
Building PAS...
Average clusters audible: 201
visdatasize:42851  compressed from 80352
writing c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\preview.bsp
0 seconds elapsed



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

Loading c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\preview.bsp
Loaded alpha texture materials\Tools\toolsinvisible.vtf
3112 faces
257969 square feet [37147612.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
3112 patches before subdivision
zero area child patch
29130 patches after subdivision
112 direct lights
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 3105964, max 522
transfer lists:  23.7 megs
0...1...2...3...4...5...6...7...8...9...10   Bounce #1 added RGB(68408, 85347, 96075)
0...1...2...3...4...5...6...7...8...9...10   Bounce #2 added RGB(38611, 48487, 54720)
0...1...2...3...4...5...6...7...8...9...10   Bounce #3 added RGB(22290, 28085, 31716)
0...1...2...3...4...5...6...7...8...9...10   Bounce #4 added RGB(12873, 16260, 18364)
0...1...2...3...4...5...6...7...8...9...10   Bounce #5 added RGB(7458, 9440, 10662)
0...1...2...3...4...5...6...7...8...9...10   Bounce #6 added RGB(4323, 5481, 6190)
0...1...2...3...4...5...6...7...8...9...10   Bounce #7 added RGB(2508, 3186, 3597)
0...1...2...3...4...5...6...7...8...9...10   Bounce #8 added RGB(1456, 1852, 2091)
0...1...2...3...4...5...6...7...8...9...10   Bounce #9 added RGB(846, 1078, 1216)
0...1...2...3...4...5...6...7...8...9...10   Bounce #10 added RGB(492, 627, 707)
0...1...2...3...4...5...6...7...8...9...10   Bounce #11 added RGB(286, 365, 412)
0...1...2...3...4...5...6...7...8...9...10   Bounce #12 added RGB(166, 213, 240)
0...1...2...3...4...5...6...7...8...9...10   Bounce #13 added RGB(97, 124, 139)
0...1...2...3...4...5...6...7...8...9...10   Bounce #14 added RGB(56, 72, 81)
0...1...2...3...4...5...6...7...8...9...10   Bounce #15 added RGB(33, 42, 47)
0...1...2...3...4...5...6...7...8...9...10   Bounce #16 added RGB(19, 25, 28)
0...1...2...3...4...5...6...7...8...9...10   Bounce #17 added RGB(11, 14, 16)
0...1...2...3...4...5...6...7...8...9...10   Bounce #18 added RGB(6, 8, 9)
0...1...2...3...4...5...6...7...8...9...10   Bounce #19 added RGB(4, 5, 5)
0...1...2...3...4...5...6...7...8...9...10   Bounce #20 added RGB(2, 3, 3)
0...1...2...3...4...5...6...7...8...9...10   Bounce #21 added RGB(1, 2, 2)
0...1...2...3...4...5...6...7...8...9...10   Bounce #22 added RGB(1, 1, 1)
0...1...2...3...4...5...6...7...8...9...10   Bounce #23 added RGB(0, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0051 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
28 of 28 (100% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Computing static prop lighting : 00...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 177/1024         8496/49152    (17.3%) 
brushes               1964/8192        23568/98304    (24.0%) 
brushsides           16089/65536      128712/524288   (24.5%) 
planes                8772/65536      175440/1310720  (13.4%) 
vertexes              6634/65536       79608/786432   (10.1%) 
nodes                 2674/65536       85568/2097152  ( 4.1%) 
texinfos               810/12288       58320/884736   ( 6.6%) 
texdata                 54/2048         1728/65536    ( 2.6%) 
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                 3112/65536      174272/3670016  ( 4.7%) 
hdr faces             3112/65536      174272/3670016  ( 4.7%) 
origfaces             2619/65536      146664/3670016  ( 4.0%) 
facebrushes           1270/0            2540/0        ( 0.0%) 
facebrushlists        3112/0           12448/0        ( 0.0%) 
leaves                2852/65536       91264/2097152  ( 4.4%) 
leaffaces             3512/65536        7024/131072   ( 5.4%) 
leafbrushes           5360/65536       10720/131072   ( 8.2%) 
areas                   12/256            96/2048     ( 4.7%) 
surfedges            24336/512000      97344/2048000  ( 4.8%) 
edges                14581/256000      58324/1024000  ( 5.7%) 
LDR worldlights          0/8192            0/819200   ( 0.0%) 
HDR worldlights        112/8192        11200/819200   ( 1.4%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            263/32768        2630/327680   ( 0.8%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          4743/65536        9486/131072   ( 7.2%) 
cubemapsamples           2/1024           32/16384    ( 0.2%) 
overlays                20/512          7040/180224   ( 3.9%) 
LDR lightdata         [variable]           0/0        ( 0.0%) 
HDR lightdata         [variable]     1926008/0        ( 0.0%) 
visdata               [variable]       42851/16777216 ( 0.3%) 
entdata               [variable]      212858/393216   (54.1%) 
LDR ambient table     2852/65536       11408/262144   ( 4.4%) 
HDR ambient table     2852/65536       11408/262144   ( 4.4%) 
LDR leaf ambient      2852/65536       79856/1835008  ( 4.4%) 
HDR leaf ambient      5709/65536      159852/1835008  ( 8.7%) 
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]           1/23600    ( 0.0%) 
pakfile               [variable]      966963/0        ( 0.0%) 
physics               [variable]      736904/4194304  (17.6%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 2

Total triangle count: 7604
Writing c:\program files (x86)\steam\steamapps\common\portal 2\sdk_content\maps\preview.bsp
13 seconds elapsed
Avatar
HMW
806 Posts
Posted Mar 06, 2014
Replied 2 days later
That last log looks like the compiling finishes completely, so that is not the problem.
It may be that switching the graphics mode from editor to game is causing problems. Maybe see if you can update your graphics card drivers.

BTW if you are including large pieces of text like those logs, put them between [code]...[/code] tags. It saves a ton of screen space and makes the thread easier to read.

Avatar
generalbrody8
9 Posts
Posted Mar 06, 2014
Replied 1 hour later
OK, I checked, And my drivers are up to date. Also, it crashes when i press the re-build button as well as the build and play button. So i don't think switching the graphics state is the issue.

Anymore ideas? Thanks!

Avatar
HMW
806 Posts
Posted Mar 09, 2014
Replied 2 days later
The "rebuild" menu item also starts the game, so that would make no difference.
If you create a new map, and then press [tab], it should switch to a pre-compiled version of the default room. Can you try that and see if it still crashes?

Other things you could try are:
- run the game in windowed mode;
- reduce some of the quality options in the advanced video settings, in particular "shader detail" and "effect detail".

Those things could help if it's a video issue.

Avatar
generalbrody8
9 Posts
Posted Mar 10, 2014
Replied 1 day later
OK, I tried hitting tab while in the editor. The chamber loads fine. I Also tried compiling while in window mode. Still crashes.

Also, i have the Sixense Motion Pack, if it makes a difference.

Avatar
HMW
806 Posts
Posted Mar 14, 2014
Replied 3 days later
Huh, weird. So if I understand correctly, loading a pre-existing map works fine, but as soon as you compile and then load a map, it crashes.

Now, I have never tried loading one of my own maps in the editor and then pressing tab, but I would assume that it would load the most recently compiled version. Maybe you can try that: if it also crashes then, it means that the map somehow gets corrupted while compiling; if it works then it is something about the sequence of first compiling and then switching to the game. Unfortunately I have no idea how to solve either of these problems...

Maybe the Sixense software has something to do with it. You could try deactivating or uninstalling it temporarily and see if that helps. I don't have a Sixense myself so I don't know what aspects of the game it modifies. Are there any other Sixense owners who have experienced this problem?

Avatar
generalbrody8
9 Posts
Posted Mar 15, 2014
Replied 21 hours later
Yes, its vary weird. When i go back into the chamber and pres tab after it has crashed, It just loads the default chamber. Maybe this means that it crashes when it tries writing the compiled map to a file?
Avatar
FelixGriffin
2,680 Posts
Posted Mar 15, 2014
Replied 4 hours later

generalbrody8 wrote:
Yes, its vary weird. When i go back into the chamber and pres tab after it has crashed, It just loads the default chamber. Maybe this means that it crashes when it tries writing the compiled map to a file?

That's a good thought--try going into sdk_content/maps and deleting preview.bsp.

Avatar
generalbrody8
9 Posts
Posted Mar 15, 2014
Replied 5 hours later
OK, I tried deleting preview.bsp. Still crashes
Avatar
FelixGriffin
2,680 Posts
Posted Mar 16, 2014
Replied 10 hours later
Did a new preview.bsp appear?

Try hitting TAB again, it should crash this time.

Avatar
generalbrody8
9 Posts
Posted Mar 16, 2014
Replied 5 hours later
A new preview.bsp does not appear until i try to compile again. And when i hit TAB after deleting it, It just loads the default chamber
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