Re: missing file
Posted by ReinholD on
Thu Sep 7th 2006 at 2:59pm
8 posts
1 snarkmarks
Registered:
Jul 7th 2006
<DIV>Compile log:</DIV>
<DIV> </DIV>
<DIV> </DIV>
<DIV>
** Executing...
** Command: "c:\spil\steam\steamapps\fedtedk\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\spil\steam\steamapps\fedtedk\counter-strike source\cstrike" "C:\Spil\Steam\SteamApps\fedtedk\sourcesdk_content\cstrike\mapsrc\cs_outbreaklol"</DIV>
<DIV> </DIV>
<DIV>Valve Software - vbsp.exe (Aug 4 2006)
1 threads
materialPath: c:\spil\steam\steamapps\fedtedk\counter-strike source\cstrike\materials
Loading C:\Spil\Steam\SteamApps\fedtedk\sourcesdk_content\cstrike\mapsrc\cs_outbreaklol.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_09*.vmt
Run buildcubemaps in the engine to get the correct cube maps.</DIV>
<DIV> </DIV>
<DIV>No such variable "$hdrbasetexture" for material "skybox/sky_day01_09rt"
Can't load skybox file skybox/sky_day01_09 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
Face List Count >= OVERLAY_BSP_FACE_COUNT</DIV>
<DIV> </DIV>
<DIV>** Executing...
** Command: "c:\spil\steam\steamapps\fedtedk\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\spil\steam\steamapps\fedtedk\counter-strike source\cstrike" "C:\Spil\Steam\SteamApps\fedtedk\sourcesdk_content\cstrike\mapsrc\cs_outbreaklol"</DIV>
<DIV> </DIV>
<DIV>Valve Software - vvis.exe (May 22 2006)
1 threads
reading c:\spil\steam\steamapps\fedtedk\sourcesdk_content\cstrike\mapsrc\cs_outbreaklol.bsp
Error opening c:\spil\steam\steamapps\fedtedk\sourcesdk_content\cstrike\mapsrc\cs_outbreaklol.bsp</DIV>
<DIV> </DIV>
<DIV>** Executing...
** Command: "c:\spil\steam\steamapps\fedtedk\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\spil\steam\steamapps\fedtedk\counter-strike source\cstrike" "C:\Spil\Steam\SteamApps\fedtedk\sourcesdk_content\cstrike\mapsrc\cs_outbreaklol"</DIV>
<DIV> </DIV>
<DIV>Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']</DIV>
<DIV> </DIV>
<DIV>Loading c:\spil\steam\steamapps\fedtedk\sourcesdk_content\cstrike\mapsrc\cs_outbreaklol.bsp
Error opening c:\spil\steam\steamapps\fedtedk\sourcesdk_content\cstrike\mapsrc\cs_outbreaklol.bsp</DIV>
<DIV> </DIV>
<DIV>** Executing...
** Command: Copy File
** Parameters: "C:\Spil\Steam\SteamApps\fedtedk\sourcesdk_content\cstrike\mapsrc\cs_outbreaklol.bsp" "c:\spil\steam\steamapps\fedtedk\counter-strike source\cstrike\maps\cs_outbreaklol.bsp"</DIV>
<DIV> </DIV>
<DIV>The command failed. Windows reported the error:
"The Specified file cannot be found."</DIV>
<DIV> </DIV>
<DIV>-------------------------------------------------------------------</DIV>
<DIV>It really sucks. at the end, a message is saying that it can't find the map. (OF COURSE YOU STUPID MACHINE. YOU ARE SUPPOSED TO MAKE THE DAMN FILE) and if I put an entity in the map, like a hostage or something, it is leaked.</DIV>
<DIV> </DIV>
<DIV>I've surrounded the whole map with a skybox, (without leaks, because I used the "Make Hollow" technique)</DIV>
<DIV> </DIV>
<DIV> </DIV>
<DIV>And there's no Pointfile because the map can't be compiled.</DIV>
<DIV> </DIV>
<DIV>please help. thanks :smile:
</DIV>
Re: missing file
Posted by Campaignjunkie on
Thu Sep 7th 2006 at 4:19pm
1309 posts
329 snarkmarks
Registered:
Feb 12th 2002
Occupation: Student
Location: West Coast, USA
Don't surround the whole map with a skybox, otherwise the compile tools will calculate and compile the entire map, even the brush faces towards the void that can't be seen. It's just bad practice and can even cause more errors than it intends to fix.
Code:Face List Count >= OVERLAY_BSP_FACE_COUNT
Looks like that's your problem. Use less overlays, I guess. Or, if you're using an overlay on a VERY big brush face, split it up into smaller pieces.