02-07-2006, 08:00 PM | #1 | |
Join Date: Jan 2006
Location: Bath, UK
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Compile Error
I get the error in hammer "The command failed. Windows reported the error: the system cannot find the file specified"
thus map fails to load, i know about the leaks and they will be fixed later but i don't know what seems to be stopping my map from running. anyone able to help? Quote:
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02-07-2006, 08:09 PM | #2 |
Useless
Retired FF Staff
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Loading c:\program files\valve\steam\steamapps\exarchi\sourcesdk_cont ent\hl2\my maps\working.bsp
Error opening c:\program files\valve\steam\steamapps\exarchi\sourcesdk_cont ent\hl2\my maps\working.bsp On a guess, you're telling it to save your maps in the wrong place. Oh, and you've got a leak.
__________________
Look at all those dead links. |
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02-07-2006, 08:21 PM | #3 |
Join Date: Jan 2006
Location: Bath, UK
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as i said, i know about the leak...
it doesn't matter where i save it or what i save it as, it was working recently. Spent a whole day working on it when to try it out and it didn't run... gay hammer, just want to design, none of this coding malarkey |
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02-07-2006, 08:32 PM | #4 |
Join Date: Feb 2005
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i had that problem once.. wouldnt go away no matter what i did.
so i saved the map under a different name and it compiled fine. |
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02-07-2006, 08:33 PM | #5 |
Join Date: Jan 2006
Location: Bath, UK
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no such luck for me unfortunatly, saved it as about 4 different names
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02-07-2006, 08:39 PM | #6 |
Join Date: Feb 2005
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well that being said, it could be the leak. (as youre aware)
in the past, ive had instances where a leak was so destructive to the compile process that the map was unable to save properly and thus 'file not found' errors occasionally spring up. |
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02-08-2006, 03:25 AM | #7 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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I've had this problem with leaks too. It should go away if you fix the leak.
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02-08-2006, 03:42 AM | #8 |
Fortress Forever Staff
Join Date: Jan 2005
Location: Texas
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We had a CONTENTS_SOLID error once that was related to a leaf saw error that was related to some arch geometry that was too small for what VIS liked, apparently.
It was fuckin' vague as hell, and we basically ignored the error until we spent a day or two trying to track down the problem. So, I would say you look for any complex geometry that you recently added. Not even necessairly "complex," but just something that VIS might look at and take a dump on itself. There's always the "big block" approach... 1) Put an entire block over half of the visible map. 2) Attempt to compile the map. 3) If the error still occurs, go back to step 1. 4) If the error is gone, get rid of half of the last block you made, and go back to step 2. |
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02-08-2006, 05:19 AM | #9 |
Join Date: Feb 2005
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as an alternative to jesse's approach, cordon compiles can help as well.
although for some reason his sounds remarkably easier... |
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02-08-2006, 10:47 AM | #10 |
Join Date: Dec 2004
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I had this problem (well it exited on the same thing as yours) and I tracked it down to a displacement that I had mistakenly changed into a func_detail.
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02-08-2006, 01:11 PM | #11 |
Join Date: Jan 2006
Location: Bath, UK
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Cheers for all the help guys, i'll have a look tonight if i have time. I've only recently deleted the temp box surrounding my map in efforts to fix the problem, so i don't think it's caused by the leak.
My map's awfully curvy so i'll look into that one, loose a few faces. As for you Mr. Howling, your saying i need a bigger hammer? |
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02-09-2006, 02:48 AM | #12 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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You should use Mega Hammer. It's way better.
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02-09-2006, 03:54 AM | #13 |
Join Date: Jan 2006
Location: Calgary, Alberta
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oooooo, now with bigger icon!
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02-12-2006, 02:18 PM | #14 |
Join Date: Jan 2006
Location: Bath, UK
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right so, I did the box trick map compiles (abnormaly fast) runs the game and it's just black with a crosshair
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02-12-2006, 02:35 PM | #15 |
Join Date: Jan 2006
Location: Bath, UK
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would anyone be able to take a look if i were to send them the vmf? (prefreably someone with good Hammer knowledge). I've spent even more hours working on the map, It's driving me insane that i can't run it!
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02-13-2006, 01:22 PM | #16 |
Join Date: Jan 2006
Location: Bath, UK
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i can't post any shots until its running!
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02-14-2006, 10:24 AM | #17 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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I'm bored. A 'secret' project I'm working on (for ff) isn't behaving. It's (once again) a map_max_brushsides kind of misbehavior. So send me the vmf if you're still having trouble.
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02-14-2006, 12:56 PM | #18 |
Join Date: Jan 2006
Location: Bath, UK
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Your a superstar! I've send you a pm. Cheers boyeeeeeeee!
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02-17-2006, 03:18 PM | #19 | |
Join Date: Feb 2005
Location: Belgium
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Quote:
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02-18-2006, 12:28 PM | #20 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Eh, not so much of the geometry can be displacements. Everything that can be a detail is to avoid cutting stuff up as much as possible, but I might have to start turning brushes that partly face the outside of the map into triangles.
Remember the max texture memory error with original HL maps that you could fix with a parameter in hlcsg? Why can't we have a fix like this? The problem is just in the compiler and .bsp file format and not the source engine according to the source wiki entry on max_map_brushsides. I hate mapping. Speaking of which, exarch I can take a look at yer map any time. I've got nothing better to do than play civ 4, asherons call, TFC and smash brothers all weekend. Except now, 'cause I'm going to bed :P |
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