Unable to create a playable .bsp

SaltyPapi

L2: Junior Member
Mar 11, 2021
70
5
Hey all, I'm trying to get this payload map working, and for some reason, both Hammer++ and Compilepal are unable to compile this map. For some reason, it's unable to find a .bsp (Highlighted in Red) in my maps folder, but I thought the compile was what created that file in the first place, so I'm quite confused.

Sidenote: It's also giving me trouble with the skybox, but I'm 95% sure I made it correctly, so I just don't know what's going on. I've included my file in this thread, so hopefully, someone out there can see what I'm doing wrong.

Thank you!



Here's my log:

Starting a 'Fast' compile.
Starting compilation of pl_drydock_pr
Valve Software - vbsp.exe (Oct 2 2021)
16 threads
materialPath: C:\Software\Steam\Rest of Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Software\Steam\Rest of Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_drydock_pr.vmf
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 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 10 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Software\Steam\Rest of Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_drydock_pr.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
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 (0) (120860 bytes)
Unable to load vertex data "models/props_cargo_ship\cargo_ship_complete.vvd"

Valve Software - vvis.exe (Oct 2 2021)
fastvis = true
nosort = true
16 threads
reading c:\software\steam\rest of steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_drydock_pr.bsp
Error opening c:\software\steam\rest of steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_drydock_pr.bsp
Valve Software - vrad.exe SSE (Oct 2 2021)

Valve Radiosity Simulator
16 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\software\steam\rest of steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_drydock_pr.bsp
Error opening c:\software\steam\rest of steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_drydock_pr.bsp
0 File(s) copied
CompilePal - Automated Packaging
FAILED - Could not find C:\Software\Steam\Rest of Steam\steamapps\common\Team Fortress 2\tf\maps\pl_drydock_pr.bsp


'Fast' compile finished in 00:00:01
3 errors/warnings logged:
3 errors/warnings logged for pl_drydock_pr:
● 2x: Caution: Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
● 1x: Info: fastvis = true
 

Attachments

  • pl_drydock_pr.vmf
    1.4 MB · Views: 42
  • Capture.PNG
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DoctorDoomtrain64

func_witch
Server Staff
Nov 26, 2012
124
157
Have you tried doing a full compile instead of a Fast one? Fast compiles can make things kinda screwy at times
 

Lonely Author

L2: Junior Member
Aug 27, 2021
87
42
I have problems with 3d skyboxes as well, I do 'em right but they just don't compile. so I am forced to either hide it when I compile or delete it
 

SaltyPapi

L2: Junior Member
Mar 11, 2021
70
5
vbsp.exe abruptly stops on:

Code:
Unable to load vertex data "models/props_cargo_ship\cargo_ship_complete.vvd"

Your bsp is never created and every step after vbsp.exe fails. Resolve your asset problems and you should be good to go.

Yeah, you were right, it was a model giving me issues. Too bad, really.
thank you for your help! I ended up deleting the model, but I'll definitely be in touch with the model creator to see if I can't sort it out.