Bsp file is not created

Graffiti

L1: Registered
Jun 12, 2014
1
0
Bsp file is not created. Help me

logs

** Executing...
** Command: "E:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "E:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Users\Стас\Downloads\1405\jb_ponyville_h1a_d.vmf"

Valve Software - vbsp.exe (Jun 10 2014)
4 threads
materialPath: E:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Users\Стас\Downloads\1405\jb_ponyville_h1a_d.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/jb_ponyville_h1a_d/pl_barnblitz/blendmetalroofsnow_02_wvt_patch
Patching WVT material: maps/jb_ponyville_h1a_d/nature/blendgroundtograss009_wvt_patch
Patching WVT material: maps/jb_ponyville_h1a_d/egypt/sand_floor_blend_04_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 420 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Стас\Downloads\1405\jb_ponyville_h1a_d.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 66, max 64)
Overlay nature/dirtroad006 at -1149.5 6853.4 -240.0

** Executing...
** Command: "E:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "E:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Users\Стас\Downloads\1405\jb_ponyville_h1a_d"

Valve Software - vvis.exe (Jun 10 2014)
4 threads
reading c:\users\Стас\downloads\1405\jb_ponyville_h1a_d.bsp
Error opening c:\users\Стас\downloads\1405\jb_ponyville_h1a_d.bsp

** Executing...
** Command: "E:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "E:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" "C:\Users\Стас\Downloads\1405\jb_ponyville_h1a_d"

Valve Software - vrad.exe SSE (Jun 10 2014)

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

Loading c:\users\Стас\downloads\1405\jb_ponyville_h1a_d.bsp
Error opening c:\users\Стас\downloads\1405\jb_ponyville_h1a_d.bsp

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Стас\Downloads\1405\jb_ponyville_h1a_d.bsp" "E:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\jb_ponyville_h1a_d.bsp"

The command failed. Windows reported the error:
"Не удается найти указанный файл."
 

Freyja

aa
Jul 31, 2009
2,994
5,813
Overlay touching too many faces (touching 66, max 64)
Overlay nature/dirtroad006 at -1149.5 6853.4 -240.0

This is your issue. It's a fatal error. It may not seem like it's on that many faces, but during compile brushes are split up a lot and displacements have a face for each triangle, so it can increase pretty quickly.

Simply remaking the overlay can work sometimes, if that doesn't work you will need to re arrange the geometry that it's projected on to reduce the faces it's touching.
 

Chronicius

L1: Registered
Jun 11, 2014
9
7
There be a void of mystery beyond the scope of the provided log

dare i guess that thy overlay is stretched across complex grounds?

A surface, where triangulation exceeds a power of 3?

A mere graphic visualization of the problematique shall suffice in determining the wrongdoings on which we are pondering.
 
Mar 23, 2013
1,013
347
This error can also happen if you have one giantic brush with an overlay asigned.
Let's say you have one giant brush for the floor, since your map is all flat. In this case, this brush can't have an overlay, even if the overlay isn't streatched all over the place.
 

xzzy

aa
Jan 30, 2010
815
531
Copy the Overlay to the exact same spot and make it that the first Overlay uses one half of faces and the second one uses the other half.
Except if its on a displacement...

If it's a sign or something, make a 1 unit thick brush and put the overlay on that.

If it's tire tracks on a displacement, either reduce the power of the displacement or make it take up a physically bigger area to spread it out a bit.

edit - actually read the log and the overlay in use and yeah it's tire tracks. :O