Map won't compile :(
Post Reply
Quote
Re: Map won't compile :(
Posted by Fusionx on Sat Dec 17th at 9:07pm 2005



When I try to compile this map, it comes up with the error -

** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppsfusionxsourcesdk_contentcstrikemapsrcbreakforts.bsp" "c:program filesvalvesteamsteamappsfusionxcounter-strike sourcecstrikemapsbreakforts.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."

I tried another map and that works, so it is definately the map. Can anyone think of a solution to this?





Quote
Re: Map won't compile :(
Posted by Addicted to Morphine on Sat Dec 17th at 9:18pm 2005


Can you post the whole compile log? I have a suspicion that the copy fails because breakforts.bsp isn't being generated.




Quote
Re: Map won't compile :(
Posted by French Toast on Sat Dec 17th at 9:49pm 2005


Go and create a file named breakforts.bsp in that folder and then try.




Quote
Re: Map won't compile :(
Posted by rs6 on Sun Dec 18th at 12:08am 2005


? quote:
Go and create a file named breakforts.bsp in that folder and then try.


What would that do....nothing.

I agree with addicted to morphine, you probaly have a leak or something much worse preventing your bsp from ever being made. Post your whole compile log.




Quote
Re: Map won't compile :(
Posted by fishy on Sun Dec 18th at 12:15am 2005


a lot of problems that kill your compile like that can be found in hammer, Map>Check for problems

it could be any number of things. the part of the log that you posted only lets us know that no bsp was created. the possible reasons will be elsewhere in the log.




i eat paint



Quote
Re: Map won't compile :(
Posted by French Toast on Sun Dec 18th at 2:26am 2005


? quote:

? quote:
Go and create a file named breakforts.bsp in that folder and then try.


What would that do....nothing.



I've heard that it's worked for people with similar error messages.




Quote
Re: Map won't compile :(
Posted by Fusionx on Mon Dec 19th at 7:42pm 2005


I couldn't see any errors in the compile log, but here it is anyway ^_^


** Executing...
** Command: "c:program filesvalvesteamsteamappsfusionxsourcesdkbinvbsp.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsfusionxcounter-strike sourcecstrike" "C:Program FilesValveSteamSteamAppsfusionxsourcesdk_contentcstrikemapsrcbreakforts"

Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:program filesvalvesteamsteamappsfusionxcounter-strike sourcecstrikematerials
Loading C:Program FilesValveSteamSteamAppsfusionxsourcesdk_contentcstrikemapsrcbreakforts.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 (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:Program FilesValveSteamSteamAppsfusionxsourcesdk_contentcstrikemapsrcbreakforts.prt...done (0)
MAX_MAP_MODELS

** Executing...
** Command: "c:program filesvalvesteamsteamappsfusionxsourcesdkbinvvis.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsfusionxcounter-strike sourcecstrike" "C:Program FilesValveSteamSteamAppsfusionxsourcesdk_contentcstrikemapsrcbreakforts"

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:program filesvalvesteamsteamappsfusionxsourcesdk_contentcstrikemapsrcbreakforts.bsp
Error opening c:program filesvalvesteamsteamappsfusionxsourcesdk_contentcstrikemapsrcbreakforts.bsp

** Executing...
** Command: "c:program filesvalvesteamsteamappsfusionxsourcesdkbinvrad.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsfusionxcounter-strike sourcecstrike" "C:Program FilesValveSteamSteamAppsfusionxsourcesdk_contentcstrikemapsrcbreakforts"

Valve Software - vrad.exe (Mar 8 2005)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:program filesvalvesteamsteamappsfusionxsourcesdk_contentcstrikemapsrcbreakforts.bsp
Error opening c:program filesvalvesteamsteamappsfusionxsourcesdk_contentcstrikemapsrcbreakforts.bsp

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppsfusionxsourcesdk_contentcstrikemapsrcbreakforts.bsp" "c:program filesvalvesteamsteamappsfusionxcounter-strike sourcecstrikemapsbreakforts.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."





Quote
Re: Map won't compile :(
Posted by fishy on Mon Dec 19th at 8:07pm 2005


? quote:
MAX MAP MODELS

that line indicates that you've used too many map models. these are not only the normal model type models that you use, but also include func brushes, like func_details.

to cut down on the amount of models used, select several func_details that are part of a bigger 'thing', and tie the several brushes to a single entity.

[hold down Ctrl to select multiple brushes by clicking on them one at a time]




i eat paint



Quote
Re: Map won't compile :(
Posted by Myrk- on Mon Dec 19th at 8:09pm 2005


So you didn't notice the stream of not loading errors, and the "MAX_MAP_MODELS" error? Sounds like your just trying to load a file that's in the wrong place. I'd suggest leaving settings at default, you've obviously been playing around with them, so use the steam reset switch on the mod.


-[Better to be Honest than Kind]-



Quote
Re: Map won't compile :(
Posted by Fusionx on Wed Dec 21st at 12:03pm 2005


? quoting fishy

? quote:
MAX MAP MODELS

that line indicates that you've used too many map models. these are not only the normal model type models that you use, but also include func brushes, like func_details.

to cut down on the amount of models used, select several func_details that are part of a bigger 'thing', and tie the several brushes to a single entity.

[hold down Ctrl to select multiple brushes by clicking on them one at a time]

I tried that (didn't know there was a max model limit) and halved the number by joining 2 brushes together ^_^ Map works now, thanks





Quote
Re: Map won't compile :(
Posted by Rulez on Mon Feb 27th at 10:51pm 2006


Same Error, other failure?

The command failed. Windows reported the error:
"The system cannot find the file specified."

The Compile Log
--------------------


** Executing...
** Command: "e:gamesvalvehalf life 2steamappsjonkerhsourcesdkbinvbsp.exe"
** Parameters: -game "e:gamesvalvehalf life 2steamappsjonkerhhalf-life 2 deathmatchhl2mp" "E:GamesValveHalf Life 2SteamAppsjonkerhsourcesdk_contenthl2mpmapsrcdm_test1"

Valve Software - vbsp.exe (Jan 2 2006)
2 threads
materialPath: e:gamesvalvehalf life 2steamappsjonkerhhalf-life 2 deathmatchhl2mpmaterials
Loading E:GamesValveHalf Life 2SteamAppsjonkerhsourcesdk_contenthl2mpmapsrcdm_test1.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_test1.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) (2307 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (2307 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 (68 bytes to 68)
Writing E:GamesValveHalf Life 2SteamAppsjonkerhsourcesdk_contenthl2mpmapsrcdm_test1.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_test1"

Valve Software - vvis.exe (Jan 2 2006)
2 threads
reading e:gamesvalvehalf life 2steamappsjonkerhsourcesdk_contenthl2mpmapsrcdm_test1.bsp
reading e:gamesvalvehalf life 2steamappsjonkerhsourcesdk_contenthl2mpmapsrcdm_test1.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_test1.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_test1"

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_test1.bsp
16 faces
16156 square feet [2326528.00 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 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 307976, max 270
transfer lists: 2.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(3766, 2718, 1744)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(922, 459, 194)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(231, 84, 23)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(55, 14, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(14, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0035 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 1/1024 48/49152 ( 0.1%)
brushes 6/8192 72/98304 ( 0.1%)
brushsides 36/65536 288/524288 ( 0.1%)
planes 40/65536 800/1310720 ( 0.1%)
vertexes 35/65536 420/786432 ( 0.1%)
nodes 27/65536 864/2097152 ( 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 29/65536 928/2097152 ( 0.0%)
leaffaces 16/65536 32/131072 ( 0.0%)
leafbrushes 16/65536 32/131072 ( 0.0%)
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] 39616/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 44/16777216 ( 0.0%)
entdata [variable] 588/393216 ( 0.1%)
LDR leaf ambient 29/65536 696/1572864 ( 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] 1/12 ( 8.3%)
pakfile [variable] 7346/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 2307/4194304 ( 0.1%)
==== Total Win32 BSP file data space used: 56383 bytes ====

Linux Specific Data:
physicssurface [variable] 2307/6291456 ( 0.0%)
==== Total Linux BSP file data space used: 56383 bytes ====

Total triangle count: 32
Writing e:gamesvalvehalf life 2steamappsjonkerhsourcesdk_contenthl2mpmapsrcdm_test1.bsp
3 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "E:GamesValveHalf Life 2SteamAppsjonkerhsourcesdk_contenthl2mpmapsrcdm_test1.bsp" "e:gamesvalvehalf life 2steamappsjonkerhsourcesdk_contenthl2mpmapsrcdm_myroom.bspdm_test1.bsp"

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

** Executing...
** Command: "e:gamesvalvehalf life 2steamappsjonkerhhalf-life 2 deathmatchhl2.exe"
** Parameters: -game "e:gamesvalvehalf life 2steamappsjonkerhhalf-life 2 deathmatchhl2mp" +map "dm_test1"

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

Can someone please help and tell me what the problem is...





Quote
Re: Map won't compile :(
Posted by Orpheus on Mon Feb 27th at 11:14pm 2006


I am sleepy and my brain is fogged but only this sticks out to me right now:

? quote:
No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!

Try looking into it.

Perhaps someone less sleep deprived will have a better answer.

[edit]

you need to begin a new thread for problem #2.





The best things in life, aren't things.



Quote
Re: Map won't compile :(
Posted by Addicted to Morphine on Mon Feb 27th at 11:29pm 2006


Orph I don't think that's a problem... it happens everytime for everyone I think.




Quote
Re: Map won't compile :(
Posted by ReNo on Mon Feb 27th at 11:38pm 2006


It's looking to copy your map into an invalid folder by the looks of things.

? quote:
** Executing...
** Command: Copy File
** Parameters: "E:GamesValveHalf Life 2SteamAppsjonkerhsourcesdk_contenthl2mpmapsrcdm_test1.bsp" "e:gamesvalvehalf life 2steamappsjonkerhsourcesdk_contenthl2mpmapsrcdm_myroom.bspdm_test1.bsp"

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


As you can see, it is trying to copy the compiled .bsp file from ...mapsrcdm_test1.bsp", which I am assuming is correct and in place as it should be. It then tries to place the copy in "...mapsrcdm_myroom.bspdm_test1.bsp" - the folder name it is trying to place the .bsp in has a "." in the name, and this is invalid.

Your problem, in other words, is that you have hammer setup wrong. In particularly you need to check your .bsp output folder, so that it is something valid. In most circumstances it should be something like "...half-life 2 deathmatchhl2mpmaps".






Quote
Re: Map won't compile :(
Posted by Orpheus on Tue Feb 28th at 12:20am 2006


? quoting Addicted to Morphine
Orph I don't think that's a problem... it happens everytime for everyone I think.

Oh, OK. No problem. But.. If Duncan's suggested answer doesn't solve his woes, it really needs in another thread since this one was resolved in blue already.





The best things in life, aren't things.



Quote
Re: Map won't compile :(
Posted by Rulez on Tue Feb 28th at 1:31pm 2006


Thanks for all your replies, but it still don't work.
You asked me the start a new topic(thread) but I think I'm not aloud.

Maybe this will help you, If I make a map with SDK in Half Life 2. The map compiler works and I can play my map.

If I make the exact same map(just a cube, startlocation and a light) in Half Life 2 Deathmatch, It won't compile.

Atleast, I get the error:

The command failed. Windows reported the error:
"The system cannot find the file specified."

To make it a bit more complicated, after installing SDK and opening 'Hammer', there is a map installed with it. sdk_dm_lockdown.vmf

I think everyone has this map. So I think there is no problem with this map, When I try to compile this map, it gives the same error.

A little bit of the compile log
-------------------------------------

Total triangle count: 19216
Writing e:gamesvalvehalf life 2steamappsjonkerhsourcesdk_contenthl2mpmapsrcsdk_dm_lockdown.bsp
12 minutes, 3 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "E:GamesValveHalf Life 2SteamAppsjonkerhsourcesdk_contenthl2mpmapsrcsdk_dm_lockdown.bsp" "e:gamesvalvehalf life 2steamappsjonkerhhalf-life 2 deathmatchhl2mpmapssdk_dm_lockdown.bsp"

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

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

Does anyone knows what I can do?





Quote
Re: Map won't compile :(
Posted by Orpheus on Tue Feb 28th at 7:49pm 2006


? quoting Rulez
Thanks for all your replies, but it still don't work.
You asked me the start a new topic(thread) but I think I'm not aloud.

I was so sleepy last night (and apparently everyone else was too) that I didn't even notice that YOU were not the author OF this thread. <img src=" SRC="images/smiles/icon_biggrin.gif">

I am no longer sleepy but am still as confused. Why can you not begin your own thread, but can post in this one?

As for the problem. I still have no real clue other than my previous reply.

Sorry.

Begin your own thread.





The best things in life, aren't things.



Quote
Re: Map won't compile :(
Posted by Dr Brasso on Tue Feb 28th at 8:04pm 2006


make sure all you game and sdk updates are done up, then start by refreshing your sdk, you game config file; then start up the game, itll reset everything............for some reason it cant find yer file....do a fast vis/fast rad compile on a little tiny map that has all the appropriate starting entities, and pay attention to the file locations.....i seem to recall i had a brief and similar problem between updates....

Doc...:dodgy:

ps....post yer whole log when you have aprob man....soem folk see thing around here that are invisible to the naked "nonbelievers eye"....muhahaha





Quote
Re: Map won't compile :(
Posted by Rulez on Wed Mar 1st at 8:15am 2006


? quoting Orpheus

I am no longer sleepy but am still as confused. Why can you not begin your own thread, but can post in this one?

When I press the button 'New Topic' it tells me that firstly I have to search for my problem before I begin a new Topic. Or maybe I'm just stupid.... sorry.

Thanks Dr Brasso. I'll try that

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

Source Engine SDK Update Released

January 17, 2006, 4:23 pm ? Alfred Reynolds

A major update to the Source SDK has been released on Steam. Included in this update are several features and fixes for the tools in the Source SDK.

I installed the game last week, so I believe that I installed this new update with it. So I am updated.

I do as you say Dr Brasso,

Map: 1 big cube, 1 info_player_deathmatch and 1 light entity

Compile: Vis and Rad set on Fast.

Compile log
---------------------------------------------

** Executing...
** Command: "e:gamesvalvehalf life 2steamappsjonkerhsourcesdkbinvbsp.exe"
** Parameters: -game "e:gamesvalvehalf life 2steamappsjonkerhhalf-life 2 deathmatchhl2mp" "E:GamesValveHalf Life 2SteamAppsjonkerhsourcesdk_contenthl2mpmapsrcmap2"

Valve Software - vbsp.exe (Jan 2 2006)
2 threads
materialPath: e:gamesvalvehalf life 2steamappsjonkerhhalf-life 2 deathmatchhl2mpmaterials
Loading E:GamesValveHalf Life 2SteamAppsjonkerhsourcesdk_contenthl2mpmapsrcmap2.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 (1)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:GamesValveHalf Life 2SteamAppsjonkerhsourcesdk_contenthl2mpmapsrcmap2.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) (2261 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (2261 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 (21 bytes to 21)
Writing E:GamesValveHalf Life 2SteamAppsjonkerhsourcesdk_contenthl2mpmapsrcmap2.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" -fast "E:GamesValveHalf Life 2SteamAppsjonkerhsourcesdk_contenthl2mpmapsrcmap2"

Valve Software - vvis.exe (Jan 2 2006)
fastvis = true
2 threads
reading e:gamesvalvehalf life 2steamappsjonkerhsourcesdk_contenthl2mpmapsrcmap2.bsp
reading e:gamesvalvehalf life 2steamappsjonkerhsourcesdk_contenthl2mpmapsrcmap2.prt
1 portalclusters
0 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 1
Average clusters visible: 1
Building PAS...
Average clusters audible: 1
visdatasize:14 compressed from 16
writing e:gamesvalvehalf life 2steamappsjonkerhsourcesdk_contenthl2mpmapsrcmap2.bsp
0 seconds elapsed

** Executing...
** Command: "e:gamesvalvehalf life 2steamappsjonkerhsourcesdkbinvrad.exe"
** Parameters: -game "e:gamesvalvehalf life 2steamappsjonkerhhalf-life 2 deathmatchhl2mp" -noextra "E:GamesValveHalf Life 2SteamAppsjonkerhsourcesdk_contenthl2mpmapsrcmap2"

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_contenthl2mpmapsrcmap2.bsp
6 faces
8362 square feet [1204224.00 square inches]
0 displacements
0 square feet [0.00 square inches]
6 patches before subdivision
762 patches after subdivision
1 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 (0)
transfers 60552, max 182
transfer lists: 0.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(6471, 3936, 1126)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1459, 592, 114)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(330, 89, 12)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(75, 14, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(17, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0017 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 6/8192 72/98304 ( 0.1%)
brushsides 36/65536 288/524288 ( 0.1%)
planes 36/65536 720/1310720 ( 0.1%)
vertexes 25/65536 300/786432 ( 0.0%)
nodes 10/65536 320/2097152 ( 0.0%)
texinfos 3/12288 216/884736 ( 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_lmsamples 0/0 0/0 ( 0.0%)
faces 6/65536 336/3670016 ( 0.0%)
origfaces 6/65536 336/3670016 ( 0.0%)
leaves 12/65536 384/2097152 ( 0.0%)
leaffaces 6/65536 12/131072 ( 0.0%)
leafbrushes 6/65536 12/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 48/512000 192/2048000 ( 0.0%)
edges 37/256000 148/1024000 ( 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] 20208/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 14/16777216 ( 0.0%)
entdata [variable] 420/393216 ( 0.1%)
LDR leaf ambient 12/65536 288/1572864 ( 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] 1/12 ( 8.3%)
pakfile [variable] 7346/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 2261/4194304 ( 0.1%)
==== Total Win32 BSP file data space used: 34059 bytes ====

Linux Specific Data:
physicssurface [variable] 2261/6291456 ( 0.0%)
==== Total Linux BSP file data space used: 34059 bytes ====

Total triangle count: 12
Writing e:gamesvalvehalf life 2steamappsjonkerhsourcesdk_contenthl2mpmapsrcmap2.bsp
2 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "E:GamesValveHalf Life 2SteamAppsjonkerhsourcesdk_contenthl2mpmapsrcmap2.bsp" "e:gamesvalvehalf life 2steamappsjonkerhhalf-life 2 deathmatchhl2mpmapsmap2.bsp"

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





Quote
Re: Map won't compile :(
Posted by Orpheus on Wed Mar 1st at 1:15pm 2006


OK, I looked, twice and the same thing struck me both times. You destination folders are different.

In setup, send EVERYTHING to "Maps"

All your paths, save the final one are not going there BUT the final one is. Its looking in a folder, that doesn't contain anything relevant to your map.

Don't argue, just try it and see if it solves your woes. If not, we at least ruled that much out.

SEND EVERYTHING TO MAPS!





The best things in life, aren't things.




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