AHHHH HELP decompile error

Discussion in 'Mapping Questions & Discussion' started by mavadosh, May 29, 2008.

  1. mavadosh

    mavadosh L1: Registered

    Messages:
    29
    Positive Ratings:
    0
    Ok so where to start.
    Made map -> compile worked
    decorated map -> compile worked
    decorated more -> compile work but does show any objects, shows old version of map for some reason and you are able to see through walls and the floor until you run up to it.
    so lets do save as! -> pl_compound2 in a new folder. compile and get error
    have also done 'select all' -> 'copy' -> new compound_3 -> 'paste' -> save and still get compile error!

    help me please!

    Code:
    ** Executing...
    ** Command: "c:program filessteamsteamappsmavadosh2sourcesdkbinorangeboxbinvbsp.exe"
    ** Parameters: -game "c:program filessteamsteamappsmavadosh2team fortress 2tf" "C:Program FilesSteamsteamappsmavadosh2sourcesdk_contenttfmapsrcpl_compound2pl_compound2"
    
    Valve Software - vbsp.exe (Mar 11 2008)
    2 threads
    materialPath: c:program filessteamsteamappsmavadosh2team fortress 2tfmaterials
    Loading C:Program FilesSteamsteamappsmavadosh2sourcesdk_contenttfmapsrcpl_compound2pl_compound2.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)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:Program FilesSteamsteamappsmavadosh2sourcesdk_contenttfmapsrcpl_compound2pl_compound2.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
       skybox/sky_hydro_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_hydro_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
    Overlay touching too many faces (touching 200, max 64)
    Overlay overlays/drain001 at 1868.3 772.3 0.0
    
    ** Executing...
    ** Command: "c:program filessteamsteamappsmavadosh2sourcesdkbinorangeboxbinvvis.exe"
    ** Parameters: -game "c:program filessteamsteamappsmavadosh2team fortress 2tf" "C:Program FilesSteamsteamappsmavadosh2sourcesdk_contenttfmapsrcpl_compound2pl_compound2"
    
    Valve Software - vvis.exe (Mar 11 2008)
    2 threads
    reading c:program filessteamsteamappsmavadosh2sourcesdk_contenttfmapsrcpl_compound2pl_compound2.bsp
    Error opening c:program filessteamsteamappsmavadosh2sourcesdk_contenttfmapsrcpl_compound2pl_compound2.bsp
    
    ** Executing...
    ** Command: "c:program filessteamsteamappsmavadosh2sourcesdkbinorangeboxbinvrad.exe"
    ** Parameters:  -game "c:program filessteamsteamappsmavadosh2team fortress 2tf" "C:Program FilesSteamsteamappsmavadosh2sourcesdk_contenttfmapsrcpl_compound2pl_compound2"
    
    Valve Software - vrad.exe SSE (Mar 11 2008)
    
          Valve Radiosity Simulator     
    2 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:program filessteamsteamappsmavadosh2sourcesdk_contenttfmapsrcpl_compound2pl_compound2.bsp
    Error opening c:program filessteamsteamappsmavadosh2sourcesdk_contenttfmapsrcpl_compound2pl_compound2.bsp
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:Program FilesSteamsteamappsmavadosh2sourcesdk_contenttfmapsrcpl_compound2pl_compound2.bsp" "c:program filessteamsteamappsmavadosh2team fortress 2tfmapspl_compound2.bsp"
    
    The command failed. Windows reported the error:
      "The system cannot find the file specified."
     
    Last edited by a moderator: May 29, 2008
  2. YM

    aa YM LVL100 YM

    Messages:
    7,099
    Positive Ratings:
    5,742
    First things first:
    1) POST YOUR LOG THROUGH INTERLOPERS!
    2) Then read it, dont just stare blankly at it, actually read it.
    3) deal with errors you find.
    4) if you are still stuck, ask in the forum

    Go find that overlay and delete it, its touching too many faces (once the compiler has cut the map up, so it may only be touching one face in hammer) its pretty tricky to find a new location close by to put the overlay once you've got this error. It happens a lot for hugely stretched overlays, if you've got a stretched one shrink it or break it into several smaller ones.

    Edit: For future reference, you are compiling your map here, decompiling is when you take an existing map game file and turn it back into an editable one.
    So when I make my own maps and turn them from the editable state into the playable state I'm compiling them, but when I take valve's maps like pl_goldrush and I've got the playable one and I want the editable one, I decompile it.
     
  3. Ace

    Ace L3: Member

    Messages:
    112
    Positive Ratings:
    9
    Also, put any code you post in

    Code:
     code  /code
    tags.

    This stops the :p 's and other smilies showing up everywhere