The system cannot find the file specified

Bermuda Cake

L9: Fashionable Member
Feb 20, 2009
679
480
Sigh...
Well, I've been working on my map for a while now and I tried to do the final compile for beta, only it didn't work, got stuck on portal flow etc.
SKIP FORWARD AFTER A DAY OF OPTIMIZING...
Woot! Finished optimizing, time to compile again.

sigh.jpg


My Compile Process Window contents:
** Executing...
** Command: "c:\program files\steam\steamapps\maggot57\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\maggot57\team fortress 2\tf" "C:\Program Files\Steam\steamapps\maggot57\sourcesdk_content\tf\mapsrc\zf_coyote"

Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: c:\program files\steam\steamapps\maggot57\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\maggot57\sourcesdk_content\tf\mapsrc\zf_coyote.vmf
Error: displacement found on a(n) func_detail entity - not supported (entity 364, brush 0)


** Executing...
** Command: "c:\program files\steam\steamapps\maggot57\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\maggot57\team fortress 2\tf" "C:\Program Files\Steam\steamapps\maggot57\sourcesdk_content\tf\mapsrc\zf_coyote"

Valve Software - vvis.exe (May 19 2009)
4 threads
reading c:\program files\steam\steamapps\maggot57\sourcesdk_content\tf\mapsrc\zf_coyote.bsp
Error opening c:\program files\steam\steamapps\maggot57\sourcesdk_content\tf\mapsrc\zf_coyote.bsp

** Executing...
** Command: "c:\program files\steam\steamapps\maggot57\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\maggot57\team fortress 2\tf" "C:\Program Files\Steam\steamapps\maggot57\sourcesdk_content\tf\mapsrc\zf_coyote"

Valve Software - vrad.exe SSE (May 19 2009)

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

Loading c:\program files\steam\steamapps\maggot57\sourcesdk_content\tf\mapsrc\zf_coyote.bsp
Error opening c:\program files\steam\steamapps\maggot57\sourcesdk_content\tf\mapsrc\zf_coyote.bsp

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\maggot57\sourcesdk_content\tf\mapsrc\zf_coyote.bsp" "c:\program files\steam\steamapps\maggot57\team fortress 2\tf\maps\zf_coyote.bsp"

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

** Executing...
** Command: c:\program files\steam\steam.exe
** Parameters: -applaunch 440 -game "c:\program files\steam\steamapps\maggot57\team fortress 2\tf" -toconsole -dev -console +sv_lan 1 +map "zf_coyote"

I have no leaks, my areaportals failed so I got rid of them, I have no idea what is going on :O I also tried selecting all and copying it, saving under a new name but to no avail. Any help would be much appreciated, and please note that I did google it and stuff first.

Thank You!
 

Eradicatus

L1: Registered
Oct 2, 2009
30
7
I'm not sure this is the actual problem, but you have an error in you level. It might be a compile breaking error.

"Error: displacement found on a(n) func_detail entity - not supported (entity 364, brush 0)"

This causes VBSP to fail, and not create the BSP file VVIS needs to do its thing.
Therefore you get the
"Error opening c:\program files\steam\steamapps\maggot57\sourcesdk_content\t f\mapsrc\zf_coyote.bsp"
Error when VVIS tries to open a BSP that doesn't exist.
Same with VRAD.

Try to fix this, and do another compile.

You have a displacement patch tied to an entity.
You must find the displacement and move it to world.
Probably the easiest way to do this, is to go over to the auto groups tab, right click the displacements group,
select all the displacements, tie them all to an entity and then immediately turn them back to world.
This way you don't have to hunt for the displacement patch that is acting up.

Oooor, you could just do a search for entity # (in your case, 364)
 
Last edited:

Bermuda Cake

L9: Fashionable Member
Feb 20, 2009
679
480
I'm not sure this is the actual problem, but you have an error in you level. It might be a compile breaking error.

"Error: displacement found on a(n) func_detail entity - not supported (entity 364, brush 0)"

This causes VBSP to fail, and not create the BSP file VVIS needs to do its thing.
Therefore you get the
"Error opening c:\program files\steam\steamapps\maggot57\sourcesdk_content\t f\mapsrc\zf_coyote.bsp"
Error when VVIS tries to open a BSP that doesn't exist.
Same with VRAD.

Try to fix this, and do another compile.
You have a displacement patch tied to an entity.
You must find the displacement and move it to world.
Probably the easiest way to do this, is to go over to the auto groups tab, right click the displacements group,
select all the displacements, tie them all to an entity and then immediately turn them back to world.
This way you don't have to hunt for the displacement patch that is acting up.

Ok, thanks :D
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
Yeah, it's that three-step (VBSP,VVIS,VRAD) compile. Each step relies on the output from the step before, so if one complains about missing files 99% of the time it means something earlier-on broke and didn't finish.
 

Bermuda Cake

L9: Fashionable Member
Feb 20, 2009
679
480
Oh...
I disabled all visgroups except func_details, and all my displacements showed up...
Weird tho, when I double click on them they dont show as func_details...
I am actually going to cry
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
Check if you are selecting groups and not objects or solids. When its not standing on groups you dont see if a brush is tied to an entity. This might be the reason why you dont see it
 

Bermuda Cake

L9: Fashionable Member
Feb 20, 2009
679
480
I think it was a problem with microbrushes
Got off my lazy arse and fixed it by copy - pasting all essential stuff into a new map, it compiled well. A few bugs and lighting issues to fix, but compiling took about 3 minutes :D
Thank you all for your time!