infiniteNOTHING
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- Jul 9, 2005
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No matter how many times I have checked the directories in the Hammer settings, the compiler simply refuses to make the .bsp file. Here is the log for the compiling process:
** Executing...
** Command: "c:\games\valve\steam\steamapps\infinitenothing\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\games\valve\steam\steamapps\infinitenothing\half-life 2\hl2\" "C:\Games\Valve\Steam\SteamApps\infinitenothing\sourcesdk_content\hl2\mapsrc\orange"
Valve Software - vbsp.exe (Aug 4 2006)
Command line: "c:\games\valve\steam\steamapps\infinitenothing\sourcesdk\bin\vbsp.exe" "-game" "c:\games\valve\steam\steamapps\infinitenothing\half-life 2\hl2" C:\Games\Valve\Steam\SteamApps\infinitenothing\sourcesdk_content\hl2\mapsrc\orange"
usage : vbsp [options...] mapfile
example: vbsp -onlyents c:\hl2\hl2\maps\test
Common options (use -v to see all options):
-v (or -verbose): Turn on verbose output (also shows more command
line options).
-onlyents : This option causes vbsp only import the entities from the .vmf
file. -onlyents won't reimport brush models.
-onlyprops : Only update the static props and detail props.
-glview : Writes .gl files in the current directory that can be viewed
with glview.exe. If you use -tmpout, it will write the files
into the \tmp folder.
-nodetail : Get rid of all detail geometry. The geometry left over is
what affects visibility.
-nowater : Get rid of water brushes.
-low : Run as an idle-priority process.
-vproject <directory> : Override the VPROJECT environment variable.
-game <directory> : Same as -vproject.
** Executing...
** Command: "c:\games\valve\steam\steamapps\infinitenothing\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\games\valve\steam\steamapps\infinitenothing\half-life 2\hl2\" "C:\Games\Valve\Steam\SteamApps\infinitenothing\sourcesdk_content\hl2\mapsrc\orange"
Valve Software - vvis.exe (May 22 2006)
Command line: "c:\games\valve\steam\steamapps\infinitenothing\sourcesdk\bin\vvis.exe" "-game" "c:\games\valve\steam\steamapps\infinitenothing\half-life 2\hl2" C:\Games\Valve\Steam\SteamApps\infinitenothing\sourcesdk_content\hl2\mapsrc\orange"
usage : vvis [options...] bspfile
example: vvis -fast c:\hl2\hl2\maps\test
Common options:
-v (or -verbose): Turn on verbose output (also shows more command
-fast : Only do first quick pass on vis calculations.
-mpi : Use VMPI to distribute computations.
-low : Run as an idle-priority process.
env_fog_controller specifies one.
-vproject <directory> : Override the VPROJECT environment variable.
-game <directory> : Same as -vproject.
Other options:
-novconfig : Don't bring up graphical UI on vproject errors.
-radius_override: Force a vis radius, regardless of whether an
-mpi_pw <pw> : Use a password to choose a specific set of VMPI workers.
-threads : Control the number of threads vbsp uses (defaults to the #
or processors on your machine).
-nosort : Don't sort portals (sorting is an optimization).
-tmpin : Make portals come from \tmp\<mapname>.
-tmpout : Make portals come from \tmp\<mapname>.
-FullMinidumps : Write large minidumps on crash.
** Executing...
** Command: "c:\games\valve\steam\steamapps\infinitenothing\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\games\valve\steam\steamapps\infinitenothing\half-life 2\hl2\" "C:\Games\Valve\Steam\SteamApps\infinitenothing\sourcesdk_content\hl2\mapsrc\orange"
Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
Command line: "c:\games\valve\steam\steamapps\infinitenothing\sourcesdk\bin\vrad.exe" "-game" "c:\games\valve\steam\steamapps\infinitenothing\half-life 2\hl2" C:\Games\Valve\Steam\SteamApps\infinitenothing\sourcesdk_content\hl2\mapsrc\orange"
usage : vrad [options...] bspfile
example: vrad c:\hl2\hl2\maps\test
Common options:
-v (or -verbose): Turn on verbose output (also shows more command
-bounce # : Set max number of bounces (default: 100).
-fast : Quick and dirty lighting.
-final : High quality processing.
-low : Run as an idle-priority process.
-mpi : Use VMPI to distribute computations.
-rederror : Show errors in red.
-vproject <directory> : Override the VPROJECT environment variable.
-game <directory> : Same as -vproject.
Other options:
-novconfig : Don't bring up graphical UI on vproject errors.
-dump : Write debugging .txt files.
-dumpnormals : Write normals to debug files.
-threads : Control the number of threads vbsp uses (defaults to the #
or processors on your machine).
-lights <file> : Load a lights file in addition to lights.rad and the
level lights file.
-noextra : Disable supersampling.
-debugextra : Places debugging data in lightmaps to visualize
supersampling.
-smooth # : Set the threshold for smoothing groups, in degrees
(default 45).
-dlightmap : Force direct lighting into different lightmap than
radiosity.
-stoponexit : Wait for a keypress on exit.
-mpi_pw <pw> : Use a password to choose a specific set of VMPI workers.
-nodetaillight : Don't light detail props.
-centersamples : Move sample centers.
-luxeldensity # : Rescale all luxels by the specified amount (default: 1.0).
The number specified must be less than 1.0 or it will be
ignored.
-loghash : Log the sample hash table to samplehash.txt.
-onlydetail : Only light detail props and per-leaf lighting.
-maxdispsamplesize #: Set max displacement sample size (default: 512).
-softsun <n> : Treat the sun as an area light source of size <n> degrees. Produces soft shadows.
Recommended values are between 0 and 5. Default is 0.
-FullMinidumps : Write large minidumps on crash.
-chop : Smallest number of luxel widths for a bounce patch, used on edges
-maxchop : Coarsest allowed number of luxel widths for a patch, used in face interiors
-LargeDispSampleRadius: This can be used if there are splotches of bounced light
on terrain. The compile will take longer, but it will gather
light across a wider area.
-compressconstant <n> : compress lightmaps whose color variation is less than n units.
-StaticPropLighting : generate backed static prop vertex lighting
-StaticPropPolys : Perform shadow tests of static props at polygon precision
-OnlyStaticProps : Only perform direct static prop lighting (vrad debug option)
-StaticPropNormals : when lighting static props, just show their normal vector
** Executing...
** Command: Copy File
** Parameters: "C:\Games\Valve\Steam\SteamApps\infinitenothing\sourcesdk_content\hl2\mapsrc\orange.bsp" "c:\games\valve\steam\steamapps\infinitenothing\half-life 2\hl2\maps\orange.bsp"
The command failed. Windows reported the error:
"The system cannot find the file specified."
** Executing...
** Command: "c:\games\valve\steam\steamapps\infinitenothing\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\games\valve\steam\steamapps\infinitenothing\half-life 2\hl2\" "C:\Games\Valve\Steam\SteamApps\infinitenothing\sourcesdk_content\hl2\mapsrc\orange"
Valve Software - vbsp.exe (Aug 4 2006)
Command line: "c:\games\valve\steam\steamapps\infinitenothing\sourcesdk\bin\vbsp.exe" "-game" "c:\games\valve\steam\steamapps\infinitenothing\half-life 2\hl2" C:\Games\Valve\Steam\SteamApps\infinitenothing\sourcesdk_content\hl2\mapsrc\orange"
usage : vbsp [options...] mapfile
example: vbsp -onlyents c:\hl2\hl2\maps\test
Common options (use -v to see all options):
-v (or -verbose): Turn on verbose output (also shows more command
line options).
-onlyents : This option causes vbsp only import the entities from the .vmf
file. -onlyents won't reimport brush models.
-onlyprops : Only update the static props and detail props.
-glview : Writes .gl files in the current directory that can be viewed
with glview.exe. If you use -tmpout, it will write the files
into the \tmp folder.
-nodetail : Get rid of all detail geometry. The geometry left over is
what affects visibility.
-nowater : Get rid of water brushes.
-low : Run as an idle-priority process.
-vproject <directory> : Override the VPROJECT environment variable.
-game <directory> : Same as -vproject.
** Executing...
** Command: "c:\games\valve\steam\steamapps\infinitenothing\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\games\valve\steam\steamapps\infinitenothing\half-life 2\hl2\" "C:\Games\Valve\Steam\SteamApps\infinitenothing\sourcesdk_content\hl2\mapsrc\orange"
Valve Software - vvis.exe (May 22 2006)
Command line: "c:\games\valve\steam\steamapps\infinitenothing\sourcesdk\bin\vvis.exe" "-game" "c:\games\valve\steam\steamapps\infinitenothing\half-life 2\hl2" C:\Games\Valve\Steam\SteamApps\infinitenothing\sourcesdk_content\hl2\mapsrc\orange"
usage : vvis [options...] bspfile
example: vvis -fast c:\hl2\hl2\maps\test
Common options:
-v (or -verbose): Turn on verbose output (also shows more command
-fast : Only do first quick pass on vis calculations.
-mpi : Use VMPI to distribute computations.
-low : Run as an idle-priority process.
env_fog_controller specifies one.
-vproject <directory> : Override the VPROJECT environment variable.
-game <directory> : Same as -vproject.
Other options:
-novconfig : Don't bring up graphical UI on vproject errors.
-radius_override: Force a vis radius, regardless of whether an
-mpi_pw <pw> : Use a password to choose a specific set of VMPI workers.
-threads : Control the number of threads vbsp uses (defaults to the #
or processors on your machine).
-nosort : Don't sort portals (sorting is an optimization).
-tmpin : Make portals come from \tmp\<mapname>.
-tmpout : Make portals come from \tmp\<mapname>.
-FullMinidumps : Write large minidumps on crash.
** Executing...
** Command: "c:\games\valve\steam\steamapps\infinitenothing\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\games\valve\steam\steamapps\infinitenothing\half-life 2\hl2\" "C:\Games\Valve\Steam\SteamApps\infinitenothing\sourcesdk_content\hl2\mapsrc\orange"
Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
Command line: "c:\games\valve\steam\steamapps\infinitenothing\sourcesdk\bin\vrad.exe" "-game" "c:\games\valve\steam\steamapps\infinitenothing\half-life 2\hl2" C:\Games\Valve\Steam\SteamApps\infinitenothing\sourcesdk_content\hl2\mapsrc\orange"
usage : vrad [options...] bspfile
example: vrad c:\hl2\hl2\maps\test
Common options:
-v (or -verbose): Turn on verbose output (also shows more command
-bounce # : Set max number of bounces (default: 100).
-fast : Quick and dirty lighting.
-final : High quality processing.
-low : Run as an idle-priority process.
-mpi : Use VMPI to distribute computations.
-rederror : Show errors in red.
-vproject <directory> : Override the VPROJECT environment variable.
-game <directory> : Same as -vproject.
Other options:
-novconfig : Don't bring up graphical UI on vproject errors.
-dump : Write debugging .txt files.
-dumpnormals : Write normals to debug files.
-threads : Control the number of threads vbsp uses (defaults to the #
or processors on your machine).
-lights <file> : Load a lights file in addition to lights.rad and the
level lights file.
-noextra : Disable supersampling.
-debugextra : Places debugging data in lightmaps to visualize
supersampling.
-smooth # : Set the threshold for smoothing groups, in degrees
(default 45).
-dlightmap : Force direct lighting into different lightmap than
radiosity.
-stoponexit : Wait for a keypress on exit.
-mpi_pw <pw> : Use a password to choose a specific set of VMPI workers.
-nodetaillight : Don't light detail props.
-centersamples : Move sample centers.
-luxeldensity # : Rescale all luxels by the specified amount (default: 1.0).
The number specified must be less than 1.0 or it will be
ignored.
-loghash : Log the sample hash table to samplehash.txt.
-onlydetail : Only light detail props and per-leaf lighting.
-maxdispsamplesize #: Set max displacement sample size (default: 512).
-softsun <n> : Treat the sun as an area light source of size <n> degrees. Produces soft shadows.
Recommended values are between 0 and 5. Default is 0.
-FullMinidumps : Write large minidumps on crash.
-chop : Smallest number of luxel widths for a bounce patch, used on edges
-maxchop : Coarsest allowed number of luxel widths for a patch, used in face interiors
-LargeDispSampleRadius: This can be used if there are splotches of bounced light
on terrain. The compile will take longer, but it will gather
light across a wider area.
-compressconstant <n> : compress lightmaps whose color variation is less than n units.
-StaticPropLighting : generate backed static prop vertex lighting
-StaticPropPolys : Perform shadow tests of static props at polygon precision
-OnlyStaticProps : Only perform direct static prop lighting (vrad debug option)
-StaticPropNormals : when lighting static props, just show their normal vector
** Executing...
** Command: Copy File
** Parameters: "C:\Games\Valve\Steam\SteamApps\infinitenothing\sourcesdk_content\hl2\mapsrc\orange.bsp" "c:\games\valve\steam\steamapps\infinitenothing\half-life 2\hl2\maps\orange.bsp"
The command failed. Windows reported the error:
"The system cannot find the file specified."