compiling error: (pic)
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Quote
Re: compiling error: (pic)
Posted by brett5010 on Sat Jan 29th at 1:19am 2005


Some images in this post have been automatically down-sized, click on them to view the full sized versions:



Heres the compile log:
----------------------

** Executing...
** Command: "d:softwaresteamsteamappsfreeman5010sourcesdkbinvbsp.exe"
** Parameters: -game "d:softwaresteamsteamappsfreeman5010counter-strike sourcecstrike" "D:SOFTWAREsteamSteamAppsfreeman5010MY SOURCE MAPSg2_treemang2_treeman_beta2.5"

Valve Software - vbsp.exe (Jan 19 2005)
2 threads
materialPath: d:softwaresteamsteamappsfreeman5010counter-strike sourcecstrikematerials
Error opening D:SOFTWAREsteamSteamAppsfreeman5010MY SOURCE MAPSg2_treemang2_treeman_beta2.5: File D:SOFTWAREsteamSteamAppsfreeman5010MY SOURCE MAPSg2_treemang2_treeman_beta2.5, line 1: No such file or directory.


** Executing...
** Command: "d:softwaresteamsteamappsfreeman5010sourcesdkbinvvis.exe"
** Parameters: -game "d:softwaresteamsteamappsfreeman5010counter-strike sourcecstrike" "D:SOFTWAREsteamSteamAppsfreeman5010MY SOURCE MAPSg2_treemang2_treeman_beta2.5"

Valve Software - vvis.exe (Dec 15 2004)
2 threads
reading d:softwaresteamsteamappsfreeman5010my source mapsg2_treemang2_treeman_beta2.bsp
reading d:softwaresteamsteamappsfreeman5010my source mapsg2_treemang2_treeman_beta2.prt
LoadPortals: couldn't read d:softwaresteamsteamappsfreeman5010my source mapsg2_treemang2_treeman_beta2.prt


** Executing...
** Command: "d:softwaresteamsteamappsfreeman5010sourcesdkbinvrad.exe"
** Parameters: -game "d:softwaresteamsteamappsfreeman5010counter-strike sourcecstrike" "D:SOFTWAREsteamSteamAppsfreeman5010MY SOURCE MAPSg2_treemang2_treeman_beta2.5"

Valve Software - vrad.exe (Jan 18 2005)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading d:softwaresteamsteamappsfreeman5010my source mapsg2_treemang2_treeman_beta2.bsp
1201 faces
325924 square feet [46933120.00 square inches]
0 displacements
0 square feet [0.00 square inches]
1201 patches before subdivision
15839 patches after subdivision
20 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (4)
transfers 549345, max 226
transfer lists: 4.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(12827, 12515, 9054)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1687, 1543, 1043)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(186, 162, 99)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(24, 20, 11)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(3, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0204 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 8/1024 384/49152 ( 0.8%)
brushes 222/8192 2664/98304 ( 2.7%)
brushsides 1429/65536 11432/524288 ( 2.2%)
planes 726/65536 14520/1310720 ( 1.1%)
vertexes 2270/65536 27240/786432 ( 3.5%)
nodes 758/65536 24256/2097152 ( 1.2%)
texinfos 141/12288 10152/884736 ( 1.1%)
texdata 39/2048 1248/65536 ( 1.9%)
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 1201/65536 67256/3670016 ( 1.8%)
origfaces 641/65536 35896/3670016 ( 1.0%)
leaves 767/65536 42952/3670016 ( 1.2%)
leaffaces 1408/65536 2816/131072 ( 2.1%)
leafbrushes 526/65536 1052/131072 ( 0.8%)
surfedges 8298/512000 33192/2048000 ( 1.6%)
edges 4874/256000 19496/1024000 ( 1.9%)
worldlights 20/8192 1760/720896 ( 0.2%)
waterstrips 123/32768 1230/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1908/65536 3816/131072 ( 2.9%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 1016328/0 ( 0.0%)
visdata [variable] 32686/16777216 ( 0.2%)
entdata [variable] 13655/393216 ( 3.5%)
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] 1/2596 ( 0.0%)
pakfile [variable] 20389/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 79343/4194304 ( 1.9%)
==== Total Win32 BSP file data space used: 1463765 bytes ====

Linux Specific Data:
physicssurface [variable] 79343/6291456 ( 1.3%)
==== Total Linux BSP file data space used: 1463765 bytes ====

Total triangle count: 3323
Writing d:softwaresteamsteamappsfreeman5010my source mapsg2_treemang2_treeman_beta2.bsp
9 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:SOFTWAREsteamSteamAppsfreeman5010MY SOURCE MAPSg2_treemang2_treeman_beta2.5.bsp" "d:softwaresteamsteamappsfreeman5010counter-strike sourcecstrikemapsg2_treeman_beta2.5.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."
----------------------
Damnit wtf is going on, it doesnt make any sense. .. any help is greatly appreciated, thanks in advance.




Quote
Re: compiling error: (pic)
Posted by Rof on Sat Jan 29th at 1:28am 2005


It's because your map is named "g2_treeman__beta2.5".
The "2.5" is making the compiler tools confused.
Don't put full stops (periods) in the name of the map file, the tools can't cope with them.
[addsig]




Quote
Re: compiling error: (pic)
Posted by brett5010 on Sat Jan 29th at 2:10am 2005


I had a feeling that might have been the problem. So i moved the file to a different folder and renamed it "g2_treeman_beta3" and it seems to be working great now, thanks.




Quote
Re: compiling error: (pic)
Posted by Rulez on Mon Feb 27th at 3:09pm 2006


I have go the same problem, Only I use a name 'dm_myroom'
The Hammer tutorial tells me to use this name, and I get the same error.

Also my compile log

---------------------

** Executing...
** Command: "e:gamesvalvehalf life 2steamappsjonkerhsourcesdkbinvbsp.exe"
** Parameters: -game "e:gamesvalvehalf life 2steamappsjonkerhhalf-life 2 deathmatchhl2mp" "E:GamesValveHalf Life 2SteamAppsjonkerhsourcesdk_contenthl2mpmapsrcdm_myroom"

Valve Software - vbsp.exe (Jan 2 2006)
2 threads
materialPath: e:gamesvalvehalf life 2steamappsjonkerhhalf-life 2 deathmatchhl2mpmaterials
Loading E:GamesValveHalf Life 2SteamAppsjonkerhsourcesdk_contenthl2mpmapsrcdm_myroom.vmf
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 E:GamesValveHalf Life 2SteamAppsjonkerhsourcesdk_contenthl2mpmapsrcdm_myroom.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_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) (4404 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (4404 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 9 texinfos to 4
Reduced 3 texdatas to 3 (70 bytes to 70)
Writing E:GamesValveHalf Life 2SteamAppsjonkerhsourcesdk_contenthl2mpmapsrcdm_myroom.bsp
1 second elapsed
Memory leak: mempool blocks left in memory: 1

** Executing...
** Command: "e:gamesvalvehalf life 2steamappsjonkerhsourcesdkbinvvis.exe"
** Parameters: -game "e:gamesvalvehalf life 2steamappsjonkerhhalf-life 2 deathmatchhl2mp" "E:GamesValveHalf Life 2SteamAppsjonkerhsourcesdk_contenthl2mpmapsrcdm_myroom"

Valve Software - vvis.exe (Jan 2 2006)
2 threads
reading e:gamesvalvehalf life 2steamappsjonkerhsourcesdk_contenthl2mpmapsrcdm_myroom.bsp
reading e:gamesvalvehalf life 2steamappsjonkerhsourcesdk_contenthl2mpmapsrcdm_myroom.prt
4 portalclusters
4 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 (1)
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 e:gamesvalvehalf life 2steamappsjonkerhsourcesdk_contenthl2mpmapsrcdm_myroom.bsp
1 second elapsed

** Executing...
** Command: "e:gamesvalvehalf life 2steamappsjonkerhsourcesdkbinvrad.exe"
** Parameters: -game "e:gamesvalvehalf life 2steamappsjonkerhhalf-life 2 deathmatchhl2mp" "E:GamesValveHalf Life 2SteamAppsjonkerhsourcesdk_contenthl2mpmapsrcdm_myroom"

Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading e:gamesvalvehalf life 2steamappsjonkerhsourcesdk_contenthl2mpmapsrcdm_myroom.bsp
16 faces
17180 square feet [2473984.00 square inches]
0 displacements
0 square feet [0.00 square inches]
16 patches before subdivision
2800 patches after subdivision
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 298631, max 270
transfer lists: 2.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(3988, 6376, 4675)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(784, 963, 518)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(154, 146, 59)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(30, 22, 7)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(6, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0024 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 12/8192 144/98304 ( 0.1%)
brushsides 72/65536 576/524288 ( 0.1%)
planes 66/65536 1320/1310720 ( 0.1%)
vertexes 35/65536 420/786432 ( 0.1%)
nodes 26/65536 832/2097152 ( 0.0%)
texinfos 4/12288 288/884736 ( 0.0%)
texdata 3/2048 96/65536 ( 0.1%)
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 16/65536 896/3670016 ( 0.0%)
origfaces 6/65536 336/3670016 ( 0.0%)
leaves 28/65536 896/2097152 ( 0.0%)
leaffaces 16/65536 32/131072 ( 0.0%)
leafbrushes 55/65536 110/131072 ( 0.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 88/512000 352/2048000 ( 0.0%)
edges 57/256000 228/1024000 ( 0.0%)
LDR worldlights 1/8192 88/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 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] 42016/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 44/16777216 ( 0.0%)
entdata [variable] 986/393216 ( 0.3%)
LDR leaf ambient 28/65536 672/1572864 ( 0.0%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/202 ( 0.5%)
pakfile [variable] 7346/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 4404/4194304 ( 0.1%)
==== Total Win32 BSP file data space used: 62148 bytes ====

Linux Specific Data:
physicssurface [variable] 4404/6291456 ( 0.1%)
==== Total Linux BSP file data space used: 62148 bytes ====

Total triangle count: 32
Writing e:gamesvalvehalf life 2steamappsjonkerhsourcesdk_contenthl2mpmapsrcdm_myroom.bsp
3 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "E:GamesValveHalf Life 2SteamAppsjonkerhsourcesdk_contenthl2mpmapsrcdm_myroom.bsp" "e:gamesvalvehalf life 2steamappsjonkerhhalf-life 2 deathmatchhl2mpmapsdm_myroom.bsp"

The command failed. Windows reported the error:
"Het systeem kan het opgegeven pad niet vinden."

-----------------------------------

Help would be highly appriciated





Quote
Re: compiling error: (pic)
Posted by Captain P on Mon Feb 27th at 3:16pm 2006


Strange, I don't really see anything wrong there. Have you manually checked whether the .bsp exists in that folder or not?





Quote
Re: compiling error: (pic)
Posted by Rulez on Wed Mar 1st at 8:11pm 2006


Yes I did.

Someone told me that 'Hammer' is looking at the wrong location, as you can see.

** Executing...
** Command: Copy File
** Parameters: "E:GamesValveHalf Life 2SteamAppsjonkerhsourcesdk_contenthl2mpmapsrcdm_myroom.bsp" "e:gamesvalvehalf life 2steamappsjonkerhhalf-life 2 deathmatchhl2mpmapsdm_myroom.bsp"

So instead of having my 'map' in the first directory I copied my 'map' to the other directory also, Now when I compile my map Hammer finds it, that's a good thing. New problem though, after compiling HL don't start.

:S





Quote
Re: compiling error: (pic)
Posted by ReNo on Wed Mar 1st at 8:26pm 2006


Can you load the map manually by opening up your game of choice, and selecting it from the maps list when you create a server (or loading it from the console)?

Oh and for future reference, watch out when posting in this forum that you don't use the "this is a possible solution to the problem" option unless you are posting a suggested solution. Thanks.






Quote
Re: compiling error: (pic)
Posted by Stadric on Thu Mar 2nd at 1:20am 2006


Can you repost the picture at the top? I want to see this.



Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying



Quote
Re: compiling error: (pic)
Posted by ReNo on Thu Mar 2nd at 1:24am 2006


That wasn't his picture, he resurrected a thread from...January 2005 <img src=" SRC="images/smiles/icon_smile.gif">

Another thing for future reference Rulez - don't post the same question in multiple threads please. Also, if a thread has been marked as "answered" already, it's best if you just start a new one. Thanks.






Quote
Re: compiling error: (pic)
Posted by Orpheus on Thu Mar 2nd at 1:50am 2006


? quoting ReNo

Another thing for future reference Rulez - don't post the same question in multiple threads please. Also, if a thread has been marked as "answered" already, it's best if you just start a new one. Thanks.

I already said this a couple times. He claims to be unable to post his own.

*shrugs*

Perhaps its a bug.





The best things in life, aren't things.



Quote
Re: compiling error: (pic)
Posted by Stadric on Thu Mar 2nd at 6:42pm 2006


lol, I thought that time stamp said 2006


Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying




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