[HAMMER - TF2] Compile Errors

Discussion in 'Mapping Questions & Discussion' started by moroes, Aug 5, 2010.

  1. moroes

    moroes L1: Registered

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    Hi guys,

    First time I come here and I wanted to present myself with the pics of my contest's map but I can't because I have a big problem when I try compile my map in expert mode (normal mode works).

    It seems that only lighting could be compiled and not the rest.

    It doesn't find the path of the map.

    Here is the message after the compile process :

    The command failed. Windows reported the error : "can't find the file" Do you want to continue?

    And here is my compilation process :

    I can't explain the reasons of these fuc**** errors.

    Why is it telling me "No such file or directory" ? My map is save in the "...\sourcesdk_content\tf\mapsrc" folder.

    I have no error when I made ALT + P, no leaks, no forbidden brushes,...

    So I can't compile my map and test it and it's boring!

    (Other mods/games works...I made a lots of maps on the Source Engine and I never had these kind of errors -__- )

    Thanks in advance if you have an answer :)
     
    Last edited: Aug 5, 2010
  2. Exist

    Exist L6: Sharp Member

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    if it only occurs in expert, don't use expert.
     
  3. Draco18s

    Draco18s L9: Fashionable Member

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    "Windows can't find the file" means that it failed the last step: copying the file from the compile directory to the game's map directory.

    This means that there is no .bsp file, eg. it failed to compile at the first step (executing vbsp.exe).

    The error is one that prevents vbsp from properly creating a valid binary space partition file; I had this a couple days ago, but I don't recall offhand what the issue was.

    Try compiling your map using cordons, so you're excluding half the map (run just vbsp and copy map--so if it fails you don't have to wait for vvis and vrad). If it compiles the error is in the other half of your map, if it doesn't, its in that half.

    Keep cordoning off half the known effected area until you narrow it down to a single entity/brush.

    Delete the offending thing.
     
  4. moroes

    moroes L1: Registered

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    Yep I still not try the cordon tool. I'll make it.

    But where the problem is strange is the compilation works in "Normal mode", it compile the bsp...

    @ Exist : Expert mode for compilation is the best thing to have all the tools for a better result ;)
     
  5. Dr. Spud

    aa Dr. Spud Grossly Incandescent

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    It's saving the map in "mapsrc/", then trying to read it from "m apsrc/". I guess there's a typo in your compile configuration.

    Orangebox is also misspelled as "orangeb ox", but I guess your folders are weird and it found it anyways?
     
  6. moroes

    moroes L1: Registered

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    Nop, it's the "quote" option which is making that. Look my compile process screens; words are correct :

    [​IMG]

    :(
     
  7. Dr. Spud

    aa Dr. Spud Grossly Incandescent

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    Oh, heh, I thought it was kind of strange to have random spaces in it.

    The only time this has happened to me is if vbsp hits some bad error in the map (which it didn't in your case), or if Steam somehow trips over itself (in which case restarting Steam fixed it). But beyond that I'm out of ideas.
     
  8. Lancey

    aa Lancey Currently On: ?????

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    I'm wondering what you have in your configurations for expert compiling. You could have an invalid parameter that's causing the load to fail.
     
  9. moroes

    moroes L1: Registered

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    I'll check all of your advice when I'll get home after works :) Thanks.
     
  10. moroes

    moroes L1: Registered

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    Oookay, I change my folder where my vmf were (now it's in C:\Games\mapsrc > before in C:\Games\Steam\SteamApps\my_account\sourcesdk_content\tf\mapsrc) and the compilation works.

    I don't know why but the good thing is that's works now :) Cool!
     
  11. Metemer

    Metemer L1: Registered

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    Hi guys.. first, sry for my english.

    then i placed my map to C:\ and:

     
  12. Metemer

    Metemer L1: Registered

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    so i can't test the ctf_well if i start it from source SDK. but all other maps are work perfectly.

    sry for double-post i fount the edit button right now :D
     
  13. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Moroes' problem was related to some folder errors. Yours are not, so move your stuff back to where it was before.

    First, you have a leak at -71.26 -290.00 -1537.51. Since it's a prop_dynamic, it's probably a door or CP. Make sure your map is properly sealed.

    Second, you have huge brushes with wrong/broken textures. Check each coordinate by View > Go to coordinates and remove/fix those brushes.
     
  14. Metemer

    Metemer L1: Registered

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    thanks for the fast answer, i will try theese if i get to the other computer and ill write here what happened.
     
  15. Draco18s

    Draco18s L9: Fashionable Member

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    Learn how to load point files. They'll show you where to fix all of those errors.
     
  16. Metemer

    Metemer L1: Registered

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    already doesnt work...

    i went to the coordinates but it puted me out to blackness. :S:S

    The train was leaked, i tried to copy the other train but then an other thing was leaked.. something..something. i think ill just remove that shitty train....


    - - what point files?XD

    -can someone test this for me please?: get gcfspace and get the ctf_well.bsp(from steamapps/tf content.gcf but maybe an other of TF2's gcf files) decompile it with VMEX(from bsp to vmf) then after loading it from hammer just start it without any changes.. (i know it looks like a lots of work, but if you already have the programs it isnt.) - sry for my english
     
  17. Draco18s

    Draco18s L9: Fashionable Member

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    The leaking prop's center has been displaced. Select the prop and go Tools -> Center Origins.

    When you have a leak go Map -> Load Pointfile (and say yes to the dialog).

    There will now be a red line that traces a route from the first entity that leaked out to the void. In the case of area portals it will run from one side of the area portal back around to the other, indicated a non-sealed area.
    http://developer.valvesoftware.com/wiki/Leak#Finding_leaks