Can't Find Portal File

Discussion in 'Mapping Questions & Discussion' started by DJ Sylveon, Nov 22, 2015.

  1. DJ Sylveon

    DJ Sylveon L2: Junior Member

    Messages:
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    19
    Ok so I got to the point where I'm optimizing my map trying to fix random frame drops. I decided opening open up and looking at my map's portal file would help. Come to find out that there was no portal file. I had a portal file of the map back when I was building the spawns and that is it. Am I doing something wrong is something else happening?

    Here's that compile log (fast compile) for the map:


    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_railspike_alpha_v1.vmf"

    Valve Software - vbsp.exe (Nov 12 2015)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_railspike_alpha_v1.vmf
    ConVarRef mat_reduceparticles 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)
    **** leaked ****
    Entity path_track (-2240.00 2048.00 96.00) leaked!
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_stormfront_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_stormfront_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_stormfront_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_stormfront_01 to build the default cubemap!
    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) (111800 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 384 texinfos to 283
    Reduced 50 texdatas to 50 (1158 bytes to 1158)
    Writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_railspike_alpha_v1.bsp
    2 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" -fast "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_railspike_alpha_v1"

    Valve Software - vvis.exe (Oct 29 2015)
    fastvis = true
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_railspike_alpha_v1.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_railspike_alpha_v1.prt
    LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_railspike_alpha_v1.prt


    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" -noextra "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_railspike_alpha_v1"

    Valve Software - vrad.exe SSE (Oct 29 2015)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights

    [56 texlights parsed from 'lights.rad']

    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_railspike_alpha_v1.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (0.24 seconds)
    4622 faces
    3738362 square feet [538324160.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    sun extent from map=0.087156
    sun extent from map=0.087156
    sun extent from map=0.087156
    21 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (24)
    Build Patch/Sample Hash Table(s).....Done<0.1064 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
    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 (42)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 27/1024 1296/49152 ( 2.6%)
    brushes 305/8192 3660/98304 ( 3.7%)
    brushsides 1899/65536 15192/524288 ( 2.9%)
    planes 802/65536 16040/1310720 ( 1.2%)
    vertexes 6008/65536 72096/786432 ( 9.2%)
    nodes 2171/65536 69472/2097152 ( 3.3%)
    texinfos 283/12288 20376/884736 ( 2.3%)
    texdata 50/2048 1600/65536 ( 2.4%)
    dispinfos 0/0 0/0 ( 0.0%)
    disp_verts 0/0 0/0 ( 0.0%)
    disp_tris 0/0 0/0 ( 0.0%)
    disp_lmsamples 0/0 0/0 ( 0.0%)
    faces 4622/65536 258832/3670016 ( 7.1%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 1006/65536 56336/3670016 ( 1.5%)
    leaves 2199/65536 70368/2097152 ( 3.4%)
    leaffaces 5454/65536 10908/131072 ( 8.3%)
    leafbrushes 1015/65536 2030/131072 ( 1.5%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 25057/512000 100228/2048000 ( 4.9%)
    edges 13629/256000 54516/1024000 ( 5.3%)
    LDR worldlights 19/8192 1672/720896 ( 0.2%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 355/32768 3550/327680 ( 1.1%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 4788/65536 9576/131072 ( 7.3%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 14525376/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 40122/393216 (10.2%)
    LDR ambient table 2199/65536 8796/262144 ( 3.4%)
    HDR ambient table 2199/65536 8796/262144 ( 3.4%)
    LDR leaf ambient 16876/65536 472528/1835008 (25.8%)
    HDR leaf ambient 2199/65536 61572/1835008 ( 3.4%)
    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] 1/2042 ( 0.0%)
    pakfile [variable] 54/0 ( 0.0%)
    physics [variable] 111800/4194304 ( 2.7%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 11803
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\cp_railspike_alpha_v1.bsp
    1 minute, 11 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\cp_railspike_alpha_v1.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\cp_railspike_alpha_v1.bsp"
     
  2. killohurtz

    aa killohurtz Distinction in Applied Carving

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    Positive Ratings:
    1,155
    You have a leak around those coordinates - load up the pointfile to help locate it and patch it up. VBSP can't generate a portal file if the map isn't properly sealed.
     
    • Agree Agree x 1
  3. DJ Sylveon

    DJ Sylveon L2: Junior Member

    Messages:
    98
    Positive Ratings:
    19
    Ok got the leaks taken care of. The point path was taking some weird turns but that's beside the fact. Got a portal file generate now!