** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamSteamAppsmicdees@elp.rr.comsourcesdk_contentcstrikemapsrcfy_lasertagb1.bsp" "c:program filessteamsteamappsmicdees@elp.rr.comcounter-strike sourcecstrikemapsfy_lasertagb1.bsp"
The command failed. Windows reported the error:
"The system cannot find the file specified."
how do I get past this?
1
Re: Error - How do I get past it/Fix it
Posted by G4MER on Sat Nov 15th at 6:22pm 2008
Posted by G4MER on Sat Nov 15th at 6:22pm 2008
I have tried renaming it, I have tried rebooting, I have tried deleting everything and resaving.. I dont know how to fix this here is the whole compiling window..
** Executing...
** Command: "c:program filessteamsteamappsmesourcesdkbinep1binvbsp.exe"
** Parameters: -game "c:program filessteamsteamappsmecounter-strike sourcecstrike" "C:Program FilesSteamSteamAppsmesourcesdk_contentcstrikemapsrclasertest"
Valve Software - vbsp.exe (Dec 11 2006)
1 threads
materialPath: c:program filessteamsteamappsmecounter-strike sourcecstrikematerials
Loading C:Program FilesSteamSteamAppsmesourcesdk_contentcstrikemapsrclasertest.vmf
Entity 224: func_areaportal can only be a single brush
** Executing...
** Command: "c:program filessteamsteamappsmesourcesdkbinep1binvvis.exe"
** Parameters: -game "c:program filessteamsteamappsmecounter-strike sourcecstrike" "C:Program FilesSteamSteamAppsmesourcesdk_contentcstrikemapsrclasertest"
Valve Software - vvis.exe (Nov 8 2007)
1 threads
reading c:program filessteamsteamappsmesourcesdk_contentcstrikemapsrclasertest.bsp
Error opening c:program filessteamsteamappsmecstrikemapsrclasertest.bsp
** Executing...
** Command: "c:program filessteamsteamappsmesourcesdkbinep1binvrad.exe"
** Parameters: -game "c:program filessteamsteamappsmecounter-strike sourcecstrike" "C:Program FilesSteamSteamAppsmesourcesdk_contentcstrikemapsrclasertest"
Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[19 texlights parsed from 'lights.rad']
Loading c:program filessteamsteamappsmesourcesdk_contentcstrikemapsrclasertest.bsp
Error opening c:program filessteamsteamappsmesourcesdk_contentcstrikemapsrclasertest.bsp
** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamSteamAppsmesourcesdk_contentcstrikemapsrclasertest.bsp" "c:program filessteamsteamappsmecounter-strike sourcecstrikemapslasertest.bsp"
The command failed. Windows reported the error:
"The system cannot find the file specified."
** Executing...
** Command: "c:program filessteamsteamappsmesourcesdkbinep1binvbsp.exe"
** Parameters: -game "c:program filessteamsteamappsmecounter-strike sourcecstrike" "C:Program FilesSteamSteamAppsmesourcesdk_contentcstrikemapsrclasertest"
Valve Software - vbsp.exe (Dec 11 2006)
1 threads
materialPath: c:program filessteamsteamappsmecounter-strike sourcecstrikematerials
Loading C:Program FilesSteamSteamAppsmesourcesdk_contentcstrikemapsrclasertest.vmf
Entity 224: func_areaportal can only be a single brush
** Executing...
** Command: "c:program filessteamsteamappsmesourcesdkbinep1binvvis.exe"
** Parameters: -game "c:program filessteamsteamappsmecounter-strike sourcecstrike" "C:Program FilesSteamSteamAppsmesourcesdk_contentcstrikemapsrclasertest"
Valve Software - vvis.exe (Nov 8 2007)
1 threads
reading c:program filessteamsteamappsmesourcesdk_contentcstrikemapsrclasertest.bsp
Error opening c:program filessteamsteamappsmecstrikemapsrclasertest.bsp
** Executing...
** Command: "c:program filessteamsteamappsmesourcesdkbinep1binvrad.exe"
** Parameters: -game "c:program filessteamsteamappsmecounter-strike sourcecstrike" "C:Program FilesSteamSteamAppsmesourcesdk_contentcstrikemapsrclasertest"
Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[19 texlights parsed from 'lights.rad']
Loading c:program filessteamsteamappsmesourcesdk_contentcstrikemapsrclasertest.bsp
Error opening c:program filessteamsteamappsmesourcesdk_contentcstrikemapsrclasertest.bsp
** Executing...
** Command: Copy File
** Parameters: "C:Program FilesSteamSteamAppsmesourcesdk_contentcstrikemapsrclasertest.bsp" "c:program filessteamsteamappsmecounter-strike sourcecstrikemapslasertest.bsp"
The command failed. Windows reported the error:
"The system cannot find the file specified."
Re: Error - How do I get past it/Fix it
Posted by G4MER on Sat Nov 15th at 7:28pm 2008
Posted by G4MER on Sat Nov 15th at 7:28pm 2008
Ok so I deleted my area portals and it is now compiling again! YAY!
Re: Error - How do I get past it/Fix it
Posted by Riven on Sat Nov 15th at 8:51pm 2008

Riven
super admin
1639 posts
802 snarkmarks
Registered: May 2nd 2005
Location: Austin, Texas, USA
Occupation: Architect
Posted by Riven on Sat Nov 15th at 8:51pm 2008
Sometimes all it takes is just talking things out to fix a problem 

Riven
super admin
1639 posts
802 snarkmarks
Registered: May 2nd 2005
Location: Austin, Texas, USA

Occupation: Architect
Re: Error - How do I get past it/Fix it
Posted by Le Chief on Sat Nov 15th at 8:58pm 2008
Posted by Le Chief on Sat Nov 15th at 8:58pm 2008
Don't delete the area portals. Remember what I said in the other thread, an areaportal can only be composed of one brush. You where tieing multiple brushes to a single areaportal entity
.
Loading C:Program FilesSteamSteamAppsmesourcesdk_contentcstrikemapsrclasertest.vmf
Entity 224: func_areaportal can only be a single brush
** Executing...
Quoting Lasertest compile log
Loading C:Program FilesSteamSteamAppsmesourcesdk_contentcstrikemapsrclasertest.vmf
Entity 224: func_areaportal can only be a single brush
** Executing...
Re: Error - How do I get past it/Fix it
Posted by G4MER on Sun Nov 16th at 3:20pm 2008
Posted by G4MER on Sun Nov 16th at 3:20pm 2008
My Area Portals worked when I compiled before. But I added some walls and cut some old areportals and I think that broke them.. I am in the process of redoing them all now.. I tried to compile this small map over night and it was still at 5 this AM.. so I need to do something to see if I can get it to compile faster.
Any Suggestions?
Any Suggestions?
Re: Error - How do I get past it/Fix it
Posted by haymaker on Sun Nov 16th at 5:29pm 2008
Posted by haymaker on Sun Nov 16th at 5:29pm 2008
areaportal will break if a path can be found from one side to the other, so you may need a second one close by to stop the path, if your world geometry doesn't allow sealing off the two areas. They shouldn't be less than around 128 apart or you'll likely get "cluster portals sawing into cluster" errors
Re: Error - How do I get past it/Fix it
Posted by Le Chief on Mon Nov 17th at 3:24am 2008
Yes, don't compile on "normal vis". For some really strange reason, I've found that there is a massive time difference between normal vis and fast vis but there is very little visual/performance difference. For example, my Night Terror map took 26.5 hours on normal vis but roughly 20 minutes on fast vis, and the visual difference was so small, that I decided to fix a minor bug and recompile it as fast vis and release that than leave the minor bug in the map and release it with the normal vis compile.
Posted by Le Chief on Mon Nov 17th at 3:24am 2008
Quoting Muhnay
I tried to compile this small map over night and it was still at 5 this AM.. so I need to do something to see if I can get it to compile faster.
Any Suggestions?
Any Suggestions?
Yes, don't compile on "normal vis". For some really strange reason, I've found that there is a massive time difference between normal vis and fast vis but there is very little visual/performance difference. For example, my Night Terror map took 26.5 hours on normal vis but roughly 20 minutes on fast vis, and the visual difference was so small, that I decided to fix a minor bug and recompile it as fast vis and release that than leave the minor bug in the map and release it with the normal vis compile.
Re: Error - How do I get past it/Fix it
Posted by haymaker on Mon Nov 17th at 3:18pm 2008
Yes, don't compile on "normal vis". For some really strange reason, I've found that there is a massive time difference between normal vis and fast vis but there is very little visual/performance difference.
That may be the case when you have areaportaled everything to the nines, because you're forcing vis calcs in real time, but there is most definitely a difference when it comes to compiling on full when you have a lot of hinting figured out. I'm not sure what the logic is but full vis will figure out leafs and PVS much more accurately, which is very important in a multiplayer map at least.
If you're stuck on portal flow the culprit is usually a few gnarly brushes that are not converted to func_detail, you'll find them if you hide everything except world geometry in the auto visgroups. That or there is something badly laid out with regards to wall openings or angled intersections. I have also found that a seemingly simple hallway with sloped walls will choke vis when it comes to intersections, so if you have any of that, turn the slopes into _detail if you can and build vertical nodraw solids behind them
Posted by haymaker on Mon Nov 17th at 3:18pm 2008
Quoting aaron_da_killa
Quoting Muhnay
I tried to compile this small map over night and it was still at 5 this AM.. so I need to do something to see if I can get it to compile faster.
Any Suggestions?
Any Suggestions?
Yes, don't compile on "normal vis". For some really strange reason, I've found that there is a massive time difference between normal vis and fast vis but there is very little visual/performance difference.
That may be the case when you have areaportaled everything to the nines, because you're forcing vis calcs in real time, but there is most definitely a difference when it comes to compiling on full when you have a lot of hinting figured out. I'm not sure what the logic is but full vis will figure out leafs and PVS much more accurately, which is very important in a multiplayer map at least.
If you're stuck on portal flow the culprit is usually a few gnarly brushes that are not converted to func_detail, you'll find them if you hide everything except world geometry in the auto visgroups. That or there is something badly laid out with regards to wall openings or angled intersections. I have also found that a seemingly simple hallway with sloped walls will choke vis when it comes to intersections, so if you have any of that, turn the slopes into _detail if you can and build vertical nodraw solids behind them
Re: Error - How do I get past it/Fix it
Posted by G4MER on Mon Nov 17th at 5:01pm 2008
Posted by G4MER on Mon Nov 17th at 5:01pm 2008
I have all sorts of angles and round things and slopes.. its a laser tag map. Should all that stuff be made to be func detail with a nodraw solid behind it?
Re: Error - How do I get past it/Fix it
Posted by G4MER on Mon Nov 17th at 11:07pm 2008
Posted by G4MER on Mon Nov 17th at 11:07pm 2008
Ok I went in and made some stuff func_detail. But if I have my texture light on it it then breaks the light source. so how do I address that
Re: Error - How do I get past it/Fix it
Posted by haymaker on Tue Nov 18th at 3:17pm 2008
Posted by haymaker on Tue Nov 18th at 3:17pm 2008
I don't know for sure, maybe you can check, if the solid is nodraw/light then it will be ignored by vis? like clip/trigger etc.
You're saying your light "fixture" is out in the open somewhere?
You're saying your light "fixture" is out in the open somewhere?
Re: Error - How do I get past it/Fix it
Posted by G4MER on Tue Nov 18th at 3:25pm 2008
Posted by G4MER on Tue Nov 18th at 3:25pm 2008
Let me get you some screenshots so you can better understand. I dont think I am explaining it proper.
Re: Error - How do I get past it/Fix it
Posted by haymaker on Wed Nov 19th at 3:21am 2008
Posted by haymaker on Wed Nov 19th at 3:21am 2008
wow that is some fun-kay am-bay-ance you got thar!
It's a little tough to see exactly what's going on; the only real culprits I can spot are the arches and the cylindrical thing. Is the floor sloped? Usually that's OK, if walls terminate on grid, but if it has ridges and stuff it should be _detailed I would say.
Anyway email me the vmf if y feel like it, I'll try and spot problem areas with regards to vis
It's a little tough to see exactly what's going on; the only real culprits I can spot are the arches and the cylindrical thing. Is the floor sloped? Usually that's OK, if walls terminate on grid, but if it has ridges and stuff it should be _detailed I would say.
Anyway email me the vmf if y feel like it, I'll try and spot problem areas with regards to vis
1
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