Hammer won't create a .bsp file / can't find a .bsp file

Sir.Something

L1: Registered
Oct 10, 2012
16
3
Hey there, new mapper here!

So, I've finally finished my map after working some hours straight and I've saved the .vmf file. I was just about to compile the map so I could test it, but it can't find a .bsp file...
Here's the full compiling log:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\rumbex\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\rumbex\team fortress 2\tf" "C:\Users\Timo\Desktop\surf_spaaace\WENN POP UP KOMMT AUF NEIN\surf_spaaace.vmf"

Valve Software - vbsp.exe (Sep 5 2012)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\rumbex\team fortress 2\tf\materials
Loading C:\Users\Timo\Desktop\surf_spaaace\WENN POP UP KOMMT AUF NEIN\surf_spaaace.vmf
***need to set $abovewater for material dev/dev_water2_cheap
***need to set $abovewater for material dev/dev_water2_cheap
Brush 40159: bounds out of range
Brush 40159: no visible sides on brush
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (8)
**** leaked ****
Entity (-8000.00 -8953.47 -9376.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-13312.0 11776.0 -1632.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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 (-13824.0 12288.0 -1632.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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 (-13312.0 10752.0 -1632.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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 (-13312.0 9728.0 -1632.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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 (-14848.0 12288.0 -1632.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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 (-15872.0 12288.0 -1632.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
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 (-16384.0 11776.0 -1632.0)
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 (-16384.0 10752.0 -1632.0)
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)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
bmodel 74 has no head node (class '', targetname 'trigger_boost_5')

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\rumbex\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\rumbex\team fortress 2\tf" "C:\Users\Timo\Desktop\surf_spaaace\WENN POP UP KOMMT AUF NEIN\surf_spaaace"

Valve Software - vvis.exe (Sep 5 2012)
4 threads
reading c:\users\timo\desktop\surf_spaaace\wenn pop up kommt auf nein\surf_spaaace.bsp
Error opening c:\users\timo\desktop\surf_spaaace\wenn pop up kommt auf nein\surf_spaaace.bsp

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\rumbex\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\rumbex\team fortress 2\tf" "C:\Users\Timo\Desktop\surf_spaaace\WENN POP UP KOMMT AUF NEIN\surf_spaaace"

Valve Software - vrad.exe SSE (Sep 5 2012)

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

Loading c:\users\timo\desktop\surf_spaaace\wenn pop up kommt auf nein\surf_spaaace.bsp
Error opening c:\users\timo\desktop\surf_spaaace\wenn pop up kommt auf nein\surf_spaaace.bsp

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Timo\Desktop\surf_spaaace\WENN POP UP KOMMT AUF NEIN\surf_spaaace.bsp" "c:\program files (x86)\steam\steamapps\rumbex\team fortress 2\tf\maps\surf_spaaace.bsp"

The command failed. Windows reported the error:
"Das System kann die angegebene Datei nicht finden."
(Which means smth like the system can't fine the specified file)


Hope anyone can help me, any try on helping would be greatly appreciated!
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
Is there any way to "fast find" the entitiy or do I have to search it manually? :|

Yup! You can use the Go to coordinates... button in one of the dropdown menus and enter the number that the compiler gives you (in this case, -8000.00 -8953.47 -9376.00). You can also load a pointfile with Load pointfile... to see a red line pointing to the location of the leak.
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
Ehrm, I'm confused. It tells me that the leak is somewhere in the middle of nowhere?
http://i.imgur.com/8NokP.png

It appears you have a origin point outside the map then. Select all your props (you can do it easily by using visgroups to disable everything but brush entities and props) and then Right Click > Centre Origins
 

henke37

aa
Sep 23, 2011
2,075
515
Check if you have disabled the world geometry visgroup.
 

Sir.Something

L1: Registered
Oct 10, 2012
16
3
No, I haven't, and exactly that is my problem. Everything is showing up in Hammer and I can compile the map now, but some parts are just missing :|
 

ROFLsnakes

L2: Junior Member
Apr 24, 2012
72
5
That darn invalid solid curse...

what's helped me sometimes is re-saving the map as something else,then compiling.
 

Sir.Something

L1: Registered
Oct 10, 2012
16
3
Could you post the compile log of the compile you just did (and if you lost it, recompile it?)

Sure thing.
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\rumbex\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\rumbex\team fortress 2\tf" "C:\Users\Timo\Desktop\surf_spaaace\WENN POP UP KOMMT AUF NEIN\surf_spaaace.vmf"

Valve Software - vbsp.exe (Sep 5 2012)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\rumbex\team fortress 2\tf\materials
Loading C:\Users\Timo\Desktop\surf_spaaace\WENN POP UP KOMMT AUF NEIN\surf_spaaace.vmf
***need to set $abovewater for material dev/dev_water2_cheap
***need to set $abovewater for material dev/dev_water2_cheap
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (9)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (7)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Timo\Desktop\surf_spaaace\WENN POP UP KOMMT AUF NEIN\surf_spaaace.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_skylab_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_skylab_01*.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 (2) (176484 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 570 texinfos to 513
Reduced 22 texdatas to 16 (621 bytes to 350)
Writing C:\Users\Timo\Desktop\surf_spaaace\WENN POP UP KOMMT AUF NEIN\surf_spaaace.bsp
20 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\rumbex\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\rumbex\team fortress 2\tf" -fast "C:\Users\Timo\Desktop\surf_spaaace\WENN POP UP KOMMT AUF NEIN\surf_spaaace"

Valve Software - vvis.exe (Sep 5 2012)
fastvis = true
4 threads
reading c:\users\timo\desktop\surf_spaaace\wenn pop up kommt auf nein\surf_spaaace.bsp
reading c:\users\timo\desktop\surf_spaaace\wenn pop up kommt auf nein\surf_spaaace.prt
2272 portalclusters
8699 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (5)
Optimized: 103563 visible clusters (3.95%)
Total clusters visible: 2622526
Average clusters visible: 1154
Building PAS...
Average clusters audible: 1382
visdatasize:938768 compressed from 1308672
writing c:\users\timo\desktop\surf_spaaace\wenn pop up kommt auf nein\surf_spaaace.bsp
5 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\rumbex\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\rumbex\team fortress 2\tf" -noextra "C:\Users\Timo\Desktop\surf_spaaace\WENN POP UP KOMMT AUF NEIN\surf_spaaace"

Valve Software - vrad.exe SSE (Sep 5 2012)

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

Loading c:\users\timo\desktop\surf_spaaace\wenn pop up kommt auf nein\surf_spaaace.bsp
Setting up ray-trace acceleration structure... Done (0.35 seconds)
5049 faces
59 degenerate faces
22067444 square feet [3177711872.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
4990 patches before subdivision
46368 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (11)
transfers 3353392, max 708
transfer lists: 25.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0173 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
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 (34)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 123/1024 5904/49152 (12.0%)
brushes 284/8192 3408/98304 ( 3.5%)
brushsides 5984/65536 47872/524288 ( 9.1%)
planes 10004/65536 200080/1310720 (15.3%)
vertexes 6994/65536 83928/786432 (10.7%)
nodes 4822/65536 154304/2097152 ( 7.4%)
texinfos 513/12288 36936/884736 ( 4.2%)
texdata 16/2048 512/65536 ( 0.8%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 5049/65536 282744/3670016 ( 7.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1997/65536 111832/3670016 ( 3.0%)
leaves 4946/65536 158272/2097152 ( 7.5%)
leaffaces 5314/65536 10628/131072 ( 8.1%)
leafbrushes 2181/65536 4362/131072 ( 3.3%)
areas 4/256 32/2048 ( 1.6%)
surfedges 32062/512000 128248/2048000 ( 6.3%)
edges 16714/256000 66856/1024000 ( 6.5%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 171/32768 1710/327680 ( 0.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2709/65536 5418/131072 ( 4.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2352868/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 938768/16777216 ( 5.6%)
entdata [variable] 15704/393216 ( 4.0%)
LDR ambient table 4946/65536 19784/262144 ( 7.5%)
HDR ambient table 4946/65536 19784/262144 ( 7.5%)
LDR leaf ambient 2989/65536 83692/1835008 ( 4.6%)
HDR leaf ambient 4946/65536 138488/1835008 ( 7.5%)
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] 1/12 ( 8.3%)
pakfile [variable] 165326/0 ( 0.0%)
physics [variable] 176484/4194304 ( 4.2%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 12945
Writing c:\users\timo\desktop\surf_spaaace\wenn pop up kommt auf nein\surf_spaaace.bsp
48 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Timo\Desktop\surf_spaaace\WENN POP UP KOMMT AUF NEIN\surf_spaaace.bsp" "c:\program files (x86)\steam\steamapps\rumbex\team fortress 2\tf\maps\surf_spaaace.bsp"
 

ROFLsnakes

L2: Junior Member
Apr 24, 2012
72
5
First add a water_lod_control entity, the compiler is doing it for you each time.Just put it in,doesn't take too long.Here's valves guide https://developer.valvesoftware.com/wiki/Water_lod_control



***need to set $abovewater for material dev/dev_water2_cheap
***need to set $abovewater for material dev/dev_water2_cheap

Also fix your water also by putting the above water texture on top of the brush,lower beneath the brush,the rest should be nodraw.I'm not sure if that's your problem,but it doesn't hurt.

C:\Users\Timo\Desktop\surf_spaaace\WENN POP UP KOMMT AUF NEIN\surf_spaaace.bsp" "c:\program files (x86)\steam\steamapps\rumbex\team fortress 2\tf\maps\surf_spaaace.bsp
Also did you look for the file in the folder that the compiler said it compiled to at the end? Just asking,you probably did already.
 

Sir.Something

L1: Registered
Oct 10, 2012
16
3
First add a water_lod_control entity, the compiler is doing it for you each time.Just put it in,doesn't take too long.Here's valves guide https://developer.valvesoftware.com/wiki/Water_lod_control





Also fix your water also by putting the above water texture on top of the brush,lower beneath the brush,the rest should be nodraw.I'm not sure if that's your problem,but it doesn't hurt.


Also did you look for the file in the folder that the compiler said it compiled to at the end? Just asking,you probably did already.

Okay, added the water_lod_control entitiy.



I don't get that part, sorry :| I've put everything on nodraw now and applied the water texture I wanted on the top.



Yes, I did.