Major Compile Error with VBSP

Fender357

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I've been working on my map for a wile with out any problems. Now I added a very large bit to the map and I'm getting a problem that I've never come across before. See, what I did was, I needed to make a part of the map that I was going to have to compile over and over to check it out. So insted of compiling the whole thing every time, I just copied some sections of the map and made my new peice within that as a different map. Then when I was done I just copied the new stuff and put it into the main map. But after I added the new stuff I get this error with BSP. The first thing it does is comes up with the windows error telling me that this program has to shut down. Then I get a window that says something like " Windows could not run this program, do you want to continue? Yes/No" Hitting yes or no gets the same thing, the compiler just finnishes without doing anything else. This is what comes up in the compile log.



** Executing...
** Command: "d:\games\steam 2.0\steamapps\[email protected]\sourcesdk\bin\vbsp.exe"
** Parameters: -game "d:\games\steam 2.0\steamapps\[email protected]\half-life 2 deathmatch\hl2mp" "D:\Games\Steam 2.0\SteamApps\[email protected]\half-life 2 deathmatch\hl2mp\notdonemap\ComplexVf"

Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: d:\games\steam 2.0\steamapps\[email protected]\half-life 2 deathmatch\hl2mp\materials
Loading D:\Games\Steam 2.0\SteamApps\[email protected]\half-life 2 deathmatch\hl2mp\notdonemap\ComplexVf.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6..
** Executing...
** Command: "d:\games\steam 2.0\steamapps\[email protected]\sourcesdk\bin\vvis.exe"
** Parameters: -game "d:\games\steam 2.0\steamapps\[email protected]\half-life 2 deathmatch\hl2mp" "D:\Games\Steam 2.0\SteamApps\[email protected]\half-life 2 deathmatch\hl2mp\notdonemap\ComplexVf"

Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading d:\games\steam 2.0\steamapps\[email protected]\half-life 2 deathmatch\hl2mp\notdonemap\ComplexVf.bsp
Error opening d:\games\steam 2.0\steamapps\[email protected]\half-life 2 deathmatch\hl2mp\notdonemap\ComplexVf.bsp

** Executing...
** Command: "d:\games\steam 2.0\steamapps\[email protected]\sourcesdk\bin\vrad.exe"
** Parameters: -game "d:\games\steam 2.0\steamapps\[email protected]\half-life 2 deathmatch\hl2mp" "D:\Games\Steam 2.0\SteamApps\[email protected]\half-life 2 deathmatch\hl2mp\notdonemap\ComplexVf"

Valve Software - vrad.exe (Jan 18 2005)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading d:\games\steam 2.0\steamapps\[email protected]\half-life 2 deathmatch\hl2mp\notdonemap\ComplexVf.bsp
Error opening d:\games\steam 2.0\steamapps\[email protected]\half-life 2 deathmatch\hl2mp\notdonemap\ComplexVf.bsp

** Executing...
** Command: Copy File
** Parameters: "D:\Games\Steam 2.0\SteamApps\[email protected]\half-life 2 deathmatch\hl2mp\notdonemap\ComplexVf.bsp" "d:\games\steam 2.0\steamapps\[email protected]\half-life 2 deathmatch\hl2mp\maps\ComplexVf.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."


This problem only comes up with this map. I tryed running with BSP off, but it still happens.

I know that putting that new chunk into the map made this happen, I just don't know what to do about it. Other than get rid of the chunk....wich isn't much of an option because I need that part of the map.
Any help would be apreciated.
 
It doesn't compile when you have a fatal error (That's detected). I can't see any error message, though, but something is wrong in your map.

Anyway, next time you can just use visgroups. Only visgroups currently selected for view will be compiled when compiling, this lets you compile portions of the map and see how they look in the engine. You might want to add in a spawn every here and there so that you can run around and see it from a player perspective and not just freelook.
 
Could you explain a little more how I would do that? Some of this stuff is still a bit new to me. I havn't been mapping for a long time.
 
About visgroups? That's simple. Select the brushes, entites and props you want in a seperate visgroup (One can be in several but it's usually not needed to be) and to in to View - Hide selected objects. You'll be prompted about which group to add them to. Either create a new one or use an existing one. I recommend not using the "auto" ones though, because they're there to check VVIS world brushes.
 
Oh, and here's a n00b tip I forgot to add;
Your visgroups are always visable and easily accecible in your lower right.
 
K, I figured out what was making my map mess up. But now I don't know what to do to fix it. It turned out it was my water. I have 3 chunks of water. 2 of them are just regular blocks and those weren't the ones giving me the problem. Its the one I have in the middle. I'm not sure what about it could be the problem. The one thing I think might be the problem with it is because I have it going diaganaly. Heres the brush copied a put all by itself. http://img37.exs.cx/img37/5651/water4ia.jpg

Will having a water brush messed with, with vertex make it pretty much unusable? I havn't found any documentation to say you can't do tha with a water brush.

Also I have the brush going through its surrounding walls. But the other ones are doing this too and they give me no problem.

Then I have the question of why my water gave me no trouble on the smaller map, but it gives me trouble on my big map ?
 
I dunno; I've never used water - but perhaps water only works when it's *perfectly* on the grid.

So try not using diagonal faces. I'll bet that's the problem.
 
You have to make it rectangular and cover up and water that's "outside" of your walls that will be in the water. Usually you never want anything else then straight water, at least if it's expensive. I don't know how it would differ on cheap water though.

There's nothing stopping you from placing a big block of water if none ever sees it.
 
Yeah, ok. Thanks man. I'm going to see if that'll fix it right now.
 
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