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So I made a map, but its not compiling :( 

At first I tried compiling it on compilepal, but that program reported that compile was successfull. problem is that there was no .bsp. So I tried using hammer compiler set on normal. Ate the end I got the error saying that the system could not find path specificed. I know that this means that there is an error but i srysly dont know whats wrong. Here's my log:

 

 


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\maps\de_Wintermaze_2016_V1_0.01.vmf"

Valve Software - vbsp.exe (Jun 14 2017)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\maps\de_Wintermaze_2016_V1_0.01.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/de_wintermaze_2016_v1_0/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/de_wintermaze_2016_v1_0/ground/blendsnow_conc_wvt_patch
Patching WVT material: maps/de_wintermaze_2016_v1_0/ground/blendsnow_asphault_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 2062 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (2)
writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\maps\de_Wintermaze_2016_V1_0.01.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/SnowyHills*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/SnowyHills*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (1347703 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3716 texinfos to 2227
Reduced 78 texdatas to 72 (1795 bytes to 1613)
Writing C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\maps\de_Wintermaze_2016_V1_0.01
Wrote ZIP buffer, estimated size 175909, actual size 174891
4 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\maps\de_Wintermaze_2016_V1_0.01"

Valve Software - vvis.exe (Jun 14 2017)
4 threads
reading c:\program files (x86)\steam\steamapps\common\counter-strike source\bin\maps\de_Wintermaze_2016_V1_0.bsp
reading c:\program files (x86)\steam\steamapps\common\counter-strike source\bin\maps\de_Wintermaze_2016_V1_0.prt
1779 portalclusters
5927 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (2)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (2518)
Optimized: 7280 visible clusters (0.45%)
Total clusters visible: 1619808
Average clusters visible: 910
Building PAS...
Average clusters audible: 1454
visdatasize:668888  compressed from 796992
writing c:\program files (x86)\steam\steamapps\common\counter-strike source\bin\maps\de_Wintermaze_2016_V1_0.bsp
42 minutes, 0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe"
** Parameters:  -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\maps\de_Wintermaze_2016_V1_0.01"

Valve Software - vrad.exe SSE (Jun 14 2017)

      Valve Radiosity Simulator     
4 threads
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\counter-strike source\bin\maps\de_Wintermaze_2016_V1_0.bsp
Setting up ray-trace acceleration structure... Done (4.61 seconds)
18227 faces
7 degenerate faces
921166 square feet [132647984.00 square inches]
10 Displacements
653 Square Feet [94149.13 Square Inches]
18220 patches before subdivision
zero area child patch
88818 patches after subdivision
63 direct lights
BuildFacelights:     0...1...2...3.. warning - face vectors parallel to face normal. bad lighting will be produced
 warning - face vectors parallel to face normal. bad lighting will be produced
.4...5...6...7...8...9...10 (28)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (88)
transfers 33585281, max 4014
transfer lists: 256.2 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(453254, 435933, 434015)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(125404, 128367, 143297)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(45071, 50177, 61728)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(17133, 21143, 28696)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #5 added RGB(6855, 9324, 13826)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(2794, 4190, 6799)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(1158, 1908, 3381)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(484, 876, 1699)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(204, 404, 857)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(87, 188, 436)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(37, 87, 222)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #12 added RGB(16, 41, 114)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added RGB(7, 19, 59)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #14 added RGB(3, 9, 30)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #15 added RGB(1, 4, 16)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #16 added RGB(1, 2, 8)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #17 added RGB(0, 1, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #18 added RGB(0, 0, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #19 added RGB(0, 0, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #20 added RGB(0, 0, 1)
Build Patch/Sample Hash Table(s).....Done<0.0337 sec>
FinalLightFace:      0...1...2...3.. warning - face vectors parallel to face normal. bad lighting will be produced
 warning - face vectors parallel to face normal. bad lighting will be produced
 warning - face vectors parallel to face normal. bad lighting will be produced
SampleRadial: Punting, Waiting for fix
 warning - face vectors parallel to face normal. bad lighting will be produced
. warning - face vectors parallel to face normal. bad lighting will be produced
 warning - face vectors parallel to face normal. bad lighting will be produced
4...5...6...7...8...9...10 (18)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (12)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 220/1024        10560/49152    (21.5%) 
brushes               3135/8192        37620/98304    (38.3%) 
brushsides           42018/65536      336144/524288   (64.1%) 
planes               42852/65536      857040/1310720  (65.4%) 
vertexes             27243/65536      326916/786432   (41.6%) 
nodes                 4487/65536      143584/2097152  ( 6.8%) 
texinfos              2227/12288      160344/884736   (18.1%) 
texdata                 72/2048         2304/65536    ( 3.5%) 
dispinfos               10/0            1760/0        ( 0.0%) 
disp_verts             810/0           16200/0        ( 0.0%) 
disp_tris             1280/0            2560/0        ( 0.0%) 
disp_lmsamples        2400/0            2400/0        ( 0.0%) 
faces                18227/65536     1020712/3670016  (27.8%) 
hdr faces            18227/65536     1020712/3670016  (27.8%) 
origfaces            14496/65536      811776/3670016  (22.1%) 
leaves                4708/65536      150656/2097152  ( 7.2%) 
leaffaces            22156/65536       44312/131072   (33.8%) 
leafbrushes           5628/65536       11256/131072   ( 8.6%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges           151568/512000     606272/2048000  (29.6%) 
edges                85500/256000     342000/1024000  (33.4%) 
LDR worldlights         63/8192         5544/720896   ( 0.8%) 
HDR worldlights         63/8192         5544/720896   ( 0.8%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips           2649/32768       26490/327680   ( 8.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         45411/65536       90822/131072   (69.3%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     3019152/0        ( 0.0%) 
HDR lightdata         [variable]     3019536/0        ( 0.0%) 
visdata               [variable]      668888/16777216 ( 4.0%) 
entdata               [variable]      165571/393216   (42.1%) 
LDR ambient table     4708/65536       18832/262144   ( 7.2%) 
HDR ambient table     4708/65536       18832/262144   ( 7.2%) 
LDR leaf ambient     17355/65536      485940/1835008  (26.5%) 
HDR leaf ambient     17373/65536      486444/1835008  (26.5%) 
occluders                0/0               0/0        ( 0.0%) 
occluder polygons        0/0               0/0        ( 0.0%) 
occluder vert ind        0/0               0/0        ( 0.0%) 
detail props          [variable]           1/12       ( 8.3%) 
static props          [variable]           1/15280    ( 0.0%) 
pakfile               [variable]     1403495/0        ( 0.0%) 
physics               [variable]     1347703/4194304  (32.1%) 
physics terrain       [variable]        1988/1048576  ( 0.2%) 

Level flags = 0

Total triangle count: 54806
Writing c:\program files (x86)\steam\steamapps\common\counter-strike source\bin\maps\de_Wintermaze_2016_V1_0.bsp
2 minutes, 33 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\maps\de_Wintermaze_2016_V1_0.01.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\de_Wintermaze_2016_V1_0.01.bsp"

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

 

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