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Old 02-07-2006, 08:00 PM   #1
o_exarch
 
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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:
** Executing...
** Command: "c:\program files\valve\steam\steamapps\exarchi\sourcesdk\bin\ vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\exarchi\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\exarchi\sourcesdk_cont ent\hl2\My Maps\working"

Valve Software - vbsp.exe (Jan 2 2006)
2 threads
materialPath: c:\program files\valve\steam\steamapps\exarchi\half-life 2 deathmatch\hl2mp\materials
Loading C:\Program Files\Valve\Steam\SteamApps\exarchi\sourcesdk_cont ent\hl2\My Maps\working.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
**** leaked ****
Entity light_environment (-176.00 -712.00 442.67) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0, -654.1, -125.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0, -617.0, 63.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0, -679.2, 63.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0, -743.5, -192.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0, -813.3, -192.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0, -786.1, -61.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0, -717.1, 63.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (3072.0, -746.8, 63.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
numvertexes == MAX_MAP_VERTS

** Executing...
** Command: "c:\program files\valve\steam\steamapps\exarchi\sourcesdk\bin\ vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\exarchi\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\exarchi\sourcesdk_cont ent\hl2\My Maps\working"

Valve Software - vvis.exe (Jan 2 2006)
2 threads
reading 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

** Executing...
** Command: "c:\program files\valve\steam\steamapps\exarchi\sourcesdk\bin\ vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\exarchi\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\exarchi\sourcesdk_cont ent\hl2\My Maps\working"

Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

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

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\exarchi\sourcesdk_cont ent\hl2\My Maps\working.bsp" "c:\program files\valve\steam\steamapps\exarchi\half-life 2 deathmatch\hl2mp\maps\working.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."
Thanks kindly
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Old 02-07-2006, 08:09 PM   #2
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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.
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Old 02-07-2006, 08:21 PM   #3
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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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Old 02-07-2006, 08:32 PM   #4
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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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Old 02-07-2006, 08:33 PM   #5
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no such luck for me unfortunatly, saved it as about 4 different names
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Old 02-07-2006, 08:39 PM   #6
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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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Old 02-08-2006, 03:25 AM   #7
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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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Old 02-08-2006, 03:42 AM   #8
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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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Old 02-08-2006, 05:19 AM   #9
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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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Old 02-08-2006, 10:47 AM   #10
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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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Old 02-08-2006, 01:11 PM   #11
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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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Old 02-09-2006, 02:48 AM   #12
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You should use Mega Hammer. It's way better.

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Old 02-09-2006, 03:54 AM   #13
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oooooo, now with bigger icon!
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Old 02-12-2006, 02:18 PM   #14
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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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Old 02-12-2006, 02:35 PM   #15
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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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Old 02-13-2006, 01:22 PM   #16
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i can't post any shots until its running!
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Old 02-14-2006, 10:24 AM   #17
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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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Old 02-14-2006, 12:56 PM   #18
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Your a superstar! I've send you a pm. Cheers boyeeeeeeee!
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Old 02-17-2006, 03:18 PM   #19
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Quote:
Originally Posted by Nezumi
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.
turn some things into displacements, some people said to me that i should reduce brush count on ff_badlands becouse of that error but 60% of the faces are from displacements :d
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Old 02-18-2006, 12:28 PM   #20
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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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