cant make the .bsp

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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."
 
are you running this from a batch file or the editor?


it looks like your trying to run the game as well as compile judging from the parameters...
 
I am having the same problem. I can compile any map file saved BEFORE the latest update (date on the file I can compile is 8/22) If I take the same file and save a new version of it, it will NOT compile. Gives me the same thing....can't find the .bsp

I also have do not run game checked, and this is from the editor.
I just found a page on the valve wiki that says reseting the game config might help...gonna give that a go and report back.

Here is my current compile log:

** Executing...
** Command: "c:\program files\games\steam\steamapps\[email protected]\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\games\steam\steamapps\[email protected]\counter-strike source\cstrike" "C:\School\CSSubway\css_cs_subway-082406-1851"

Valve Software - vbsp.exe (Aug 4 2006)
2 threads
materialPath: c:\program files\games\steam\steamapps\[email protected]\counter-strike source\cstrike\materials
Loading C:\School\CSSubway\css_cs_subway-082406-1851.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 C:\School\CSSubway\css_cs_subway-082406-1851.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_wasteland02*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_wasteland02rt"
Can't load skybox file skybox/sky_wasteland02 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

** Executing...
** Command: "c:\program files\games\steam\steamapps\[email protected]\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\games\steam\steamapps\[email protected]\counter-strike source\cstrike" "C:\School\CSSubway\css_cs_subway-082406-1851"

Valve Software - vvis.exe (May 22 2006)
2 threads
reading c:\school\cssubway\css_cs_subway-082406-1851.bsp
Error opening c:\school\cssubway\css_cs_subway-082406-1851.bsp

** Executing...
** Command: "c:\program files\games\steam\steamapps\[email protected]\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\games\steam\steamapps\[email protected]\counter-strike source\cstrike" "C:\School\CSSubway\css_cs_subway-082406-1851"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\school\cssubway\css_cs_subway-082406-1851.bsp
Error opening c:\school\cssubway\css_cs_subway-082406-1851.bsp

** Executing...
** Command: Copy File
** Parameters: "C:\School\CSSubway\css_cs_subway-082406-1851.bsp" "c:\program files\games\steam\steamapps\[email protected]\counter-strike source\cstrike\maps\css_cs_subway-082406-1851.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."
 
Reset game config does NOT work. And this is great timing from valve...tomorrow I'm supposed to show this to my college graduation board to see if I'll graduate..and now I can't even fix anything I need to.
 
oh SHIT!.. that really sucks


well off the top of my head here's a couple things that might work...


1) try messing with the gameinfo file on the appversion... try 215 (source bare engine), 220 or 230.
2) see if the beta switch on the sdk launch still works
3) try writing a dos batch file and compile without hammer being part of the process


dude that really sucks.. I;ve had similar stuff happen to me and it make me want to drive down to seattle and strangle valve
 
Nonono.....

You have 2 DIFFERENT problems here. They just end up looking the same.

No messing about with ID's and stuff yet.

infiniteNOTHING, your compile tools dont run. That means that the tools dont even make an attempt att compiling, most likeley because they have been set up wrong.

MiMMiC. Your tools do compile. But something is wrong with your map and therefore the compile fails. Your problem is presented in the log as

Face List Count >= OVERLAY_BSP_FACE_COUNT

Interlopers.net has this to say on your error.


Description:
One of your info_overlays is spanning more faces than the maximum of 64. This number is based on the faces after bsp cutting, so it might look allright in Hammer but doesn't work ingame.

Solution:
Check each overlay in your map, and make sure it doesn't cover more than 64 faces. Allthough easier said than done, you must try to find the overlay in Hammer (where you can only guess where your faces are cut) so its best to check big (stretched) overlays first, and also make sure you have no world brushes cutting each other up near these overlays (eg. near stairs, or when you use a small lightmap scale). The use of func_detail will stop that.

So. MiMMiC. Check your overlays and make them smaller or place them better. And then compile again and you will be good to go again.

//Unarmed
 
Gonna give that a try once the sdk and cs:s finishes downloading...did a reinstall of steam this morning to see if that would help...if it does..THANK YOU...if not...help some more.

And btw... to me... "Face List Count >= OVERLAY_BSP_FACE_COUNT" doesn't scream error msg. SO.....valve...fix your error msgs!!
 
the compile tools were working before. why would it not now work NOW all of a sudden?
also, how would i go about changing their settings?
 
MiMMiC. You're welcome, as always. Also know this. No error in the log is ever screamed out except the last one (file cannot be found) and all this error means is "look up".

You should always start with the error at the top, never at the bottom. And the error screamed is always at the bottom, never at the top. So just ook from the top down, first error/warning that you can find. It saves you time.

InfiniteNOTHING

I dont know... something has been messed with, please state the following.

Are you compiling through Hammer? Expert or not?
If using a batch compiler then which one?
Have you given your compile tools any specific commands?

The best thing would be if you sent us a screenshot of what the compile settings look like just before you press go. (In Hammer this would mean after you press F) (Go!) and before you press the OK butotn)

//Unarmed
 
ok. i've gotten off my lazy ass an made a screenshot of when i use both the expert and the basic compiling modes. ill admit, i did tweak stuff in the expert mode a little. but i thought i restored everything back to normal...
compiler.JPG
 
It looks good. But the tools do nothing. I am clueless.
 
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