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

Discussion in 'Mapping Questions & Discussion' started by Sir.Something, Oct 10, 2012.

  1. Sir.Something

    Sir.Something L1: Registered

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    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!
     
  2. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

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  3. tyler

    aa tyler snail prince, master of a ruined tower

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    You've also got brushes so large that VBSP can't cut them into chunks properly to render them right, and a brush entity with no class defined.

    This will help you http://interlopers.net/errors
     
  4. Micnax

    aa Micnax I maek map

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    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.
     
  5. Sir.Something

    Sir.Something L1: Registered

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  6. Micnax

    aa Micnax I maek map

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    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
     
  7. Sir.Something

    Sir.Something L1: Registered

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    Last edited: Oct 10, 2012
  8. henke37

    aa henke37

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    Check if you have disabled the world geometry visgroup.
     
  9. Sir.Something

    Sir.Something L1: Registered

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    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 :|
     
  10. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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  11. Sir.Something

    Sir.Something L1: Registered

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    No.


    Still willing to give out the .vmf file!
     
  12. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Could you post the compile log of the compile you just did (and if you lost it, recompile it?)
     
  13. ROFLsnakes

    ROFLsnakes L2: Junior Member

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    That darn invalid solid curse...

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

    Sir.Something L1: Registered

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    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"
     
  15. ROFLsnakes

    ROFLsnakes L2: Junior Member

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    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.
     
  16. Sir.Something

    Sir.Something L1: Registered

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    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.
     
  17. Sir.Something

    Sir.Something L1: Registered

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