compiling error: (pic)

compiling error: (pic)

Re: compiling error: (pic) Posted by brett5010 on Sat Jan 29th 2005 at 1:19am
brett5010
80 posts
Posted 2005-01-29 1:19am
80 posts 18 snarkmarks Registered: Jan 6th 2005 Occupation: Student Location: Australia
Some images in this post have been automatically down-sized, click on them to view the full sized versions:

User posted image

Heres the compile log:
** Executing...

** Command: "d:\software\steam\steamapps\freeman5010\sourcesdk\bin\vbsp.exe"

** Parameters: -game
"d:\software\steam\steamapps\freeman5010\counter-strike source\cstrike"
"D:\SOFTWARE\steam\SteamApps\freeman5010\MY SOURCE
MAPS\g2_treeman\g2_treeman_beta2.5"

Valve Software - vbsp.exe (Jan 19 2005)

2 threads

materialPath: d:\software\steam\steamapps\freeman5010\counter-strike source\cstrike\materials

Error opening D:\SOFTWARE\steam\SteamApps\freeman5010\MY SOURCE
MAPS\g2_treeman\g2_treeman_beta2.5: File
D:\SOFTWARE\steam\SteamApps\freeman5010\MY SOURCE
MAPS\g2_treeman\g2_treeman_beta2.5, line 1: No such file or directory.

** Executing...

** Command: "d:\software\steam\steamapps\freeman5010\sourcesdk\bin\vvis.exe"

** Parameters: -game
"d:\software\steam\steamapps\freeman5010\counter-strike source\cstrike"
"D:\SOFTWARE\steam\SteamApps\freeman5010\MY SOURCE
MAPS\g2_treeman\g2_treeman_beta2.5"

Valve Software - vvis.exe (Dec 15 2004)

2 threads

reading d:\software\steam\steamapps\freeman5010\my source maps\g2_treeman\g2_treeman_beta2.bsp

reading d:\software\steam\steamapps\freeman5010\my source maps\g2_treeman\g2_treeman_beta2.prt

LoadPortals: couldn't read d:\software\steam\steamapps\freeman5010\my source maps\g2_treeman\g2_treeman_beta2.prt

** Executing...

** Command: "d:\software\steam\steamapps\freeman5010\sourcesdk\bin\vrad.exe"

** Parameters: -game
"d:\software\steam\steamapps\freeman5010\counter-strike source\cstrike"
"D:\SOFTWARE\steam\SteamApps\freeman5010\MY SOURCE
MAPS\g2_treeman\g2_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:\software\steam\steamapps\freeman5010\my source maps\g2_treeman\g2_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:\software\steam\steamapps\freeman5010\my source maps\g2_treeman\g2_treeman_beta2.bsp

9 seconds elapsed

** Executing...

** Command: Copy File

** Parameters: "D:\SOFTWARE\steam\SteamApps\freeman5010\MY SOURCE
MAPS\g2_treeman\g2_treeman_beta2.5.bsp"
"d:\software\steam\steamapps\freeman5010\counter-strike
source\cstrike\maps\g2_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.
Re: compiling error: (pic) Posted by Rof on Sat Jan 29th 2005 at 1:28am
Rof
210 posts
Posted 2005-01-29 1:28am
Rof
member
210 posts 41 snarkmarks Registered: Dec 3rd 2004
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.
Re: compiling error: (pic) Posted by brett5010 on Sat Jan 29th 2005 at 2:10am
brett5010
80 posts
Posted 2005-01-29 2:10am
80 posts 18 snarkmarks Registered: Jan 6th 2005 Occupation: Student Location: Australia
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.
Re: compiling error: (pic) Posted by Rulez on Mon Feb 27th 2006 at 3:09pm
Rulez
11 posts
Posted 2006-02-27 3:09pm
Rulez
member
11 posts 1 snarkmarks Registered: Feb 21st 2005 Location: Netherlands
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:\games\valve\half life 2\steamapps\jonkerh\sourcesdk\bin\vbsp.exe"
** Parameters: -game "e:\games\valve\half life 2\steamapps\jonkerh\half-life 2 deathmatch\hl2mp" "E:\Games\Valve\Half Life 2\SteamApps\jonkerh\sourcesdk_content\hl2mp\mapsrc\dm_myroom"

Valve Software - vbsp.exe (Jan 2 2006)
2 threads
materialPath: e:\games\valve\half life 2\steamapps\jonkerh\half-life 2 deathmatch\hl2mp\materials
Loading E:\Games\Valve\Half Life 2\SteamApps\jonkerh\sourcesdk_content\hl2mp\mapsrc\dm_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:\Games\Valve\Half Life 2\SteamApps\jonkerh\sourcesdk_content\hl2mp\mapsrc\dm_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:\Games\Valve\Half Life 2\SteamApps\jonkerh\sourcesdk_content\hl2mp\mapsrc\dm_myroom.bsp
1 second elapsed
Memory leak: mempool blocks left in memory: 1

** Executing...
** Command: "e:\games\valve\half life 2\steamapps\jonkerh\sourcesdk\bin\vvis.exe"
** Parameters: -game "e:\games\valve\half life 2\steamapps\jonkerh\half-life 2 deathmatch\hl2mp" "E:\Games\Valve\Half Life 2\SteamApps\jonkerh\sourcesdk_content\hl2mp\mapsrc\dm_myroom"

Valve Software - vvis.exe (Jan 2 2006)
2 threads
reading e:\games\valve\half life 2\steamapps\jonkerh\sourcesdk_content\hl2mp\mapsrc\dm_myroom.bsp
reading e:\games\valve\half life 2\steamapps\jonkerh\sourcesdk_content\hl2mp\mapsrc\dm_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:\games\valve\half life 2\steamapps\jonkerh\sourcesdk_content\hl2mp\mapsrc\dm_myroom.bsp
1 second elapsed

** Executing...
** Command: "e:\games\valve\half life 2\steamapps\jonkerh\sourcesdk\bin\vrad.exe"
** Parameters: -game "e:\games\valve\half life 2\steamapps\jonkerh\half-life 2 deathmatch\hl2mp" "E:\Games\Valve\Half Life 2\SteamApps\jonkerh\sourcesdk_content\hl2mp\mapsrc\dm_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:\games\valve\half life 2\steamapps\jonkerh\sourcesdk_content\hl2mp\mapsrc\dm_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:\games\valve\half life 2\steamapps\jonkerh\sourcesdk_content\hl2mp\mapsrc\dm_myroom.bsp
3 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "E:\Games\Valve\Half Life 2\SteamApps\jonkerh\sourcesdk_content\hl2mp\mapsrc\dm_myroom.bsp" "e:\games\valve\half life 2\steamapps\jonkerh\half-life 2 deathmatch\hl2mp\maps\dm_myroom.bsp"

The command failed. Windows reported the error:
"Het systeem kan het opgegeven pad niet vinden."
Help would be highly appriciated
Re: compiling error: (pic) Posted by Captain P on Mon Feb 27th 2006 at 3:16pm
Captain P
1370 posts
Posted 2006-02-27 3:16pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Strange, I don't really see anything wrong there. Have you manually checked whether the .bsp exists in that folder or not?
Create-ivity - a game development blog
Re: compiling error: (pic) Posted by Rulez on Wed Mar 1st 2006 at 8:11pm
Rulez
11 posts
Posted 2006-03-01 8:11pm
Rulez
member
11 posts 1 snarkmarks Registered: Feb 21st 2005 Location: Netherlands
Yes I did.

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

** Executing...
** Command: Copy File
** Parameters: "E:\Games\Valve\Half Life 2\SteamApps\jonkerh\sourcesdk_content\hl2mp\mapsrc\dm_myroom.bsp" "e:\games\valve\half life 2\steamapps\jonkerh\half-life 2 deathmatch\hl2mp\maps\dm_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
Re: compiling error: (pic) Posted by ReNo on Wed Mar 1st 2006 at 8:26pm
ReNo
5457 posts
Posted 2006-03-01 8:26pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
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.
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: compiling error: (pic) Posted by Stadric on Thu Mar 2nd 2006 at 1:20am
Stadric
848 posts
Posted 2006-03-02 1:20am
Stadric
member
848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
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
Re: compiling error: (pic) Posted by ReNo on Thu Mar 2nd 2006 at 1:24am
ReNo
5457 posts
Posted 2006-03-02 1:24am
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
That wasn't his picture, he resurrected a thread from...January 2005 :smile:

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.
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: compiling error: (pic) Posted by Orpheus on Thu Mar 2nd 2006 at 1:50am
Orpheus
13860 posts
Posted 2006-03-02 1:50am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
ReNo said:
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.
Re: compiling error: (pic) Posted by Stadric on Thu Mar 2nd 2006 at 6:42pm
Stadric
848 posts
Posted 2006-03-02 6:42pm
Stadric
member
848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
lol, I thought that time stamp said 2006 :eek:
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying