NEW user-friendly SDK Launcher

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
Hey, I've got another question. ( I still can't figure out how to start a new thread, you can move this if u want). I am trying to add a simple particle effect from this list of Valves effects; https://developer.valvesoftware.com/wiki/List_of_TF2_Particles , specifically the dooms_nuke_collumn particle. I was not able to get any to work, so I thought I'd get an obvious one to go ( a big black plume of smoke).
I am not trying to use a custom particle, and am following a simple tutorial where I 1; create an info_particle_system 2; select start active; yes 3; paste name of particle system into name box. Then I compile map, and nothing shows. The effect should be right above this column (201608 jpg below). Here is the compile list... HELP!






** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\Mine water.vmf"

Valve Software - vbsp.exe (Jul 26 2016)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\Mine water.vmf
***need to set $abovewater for material dev/dev_water2_cheap
***need to set $abovewater for material dev/dev_water2_cheap
Patching WVT material: maps/mine water/brick/blendcobbletocobblesnow001_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity env_sprite (768.00 -384.00 472.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (256.0 1024.0 88.5)
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 (256.0 1024.0 872.0)
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 (520.0 1024.0 88.5)
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 (776.0 1024.0 88.5)
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 (520.0 1024.0 872.0)
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 (776.0 1024.0 872.0)
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 (1024.0 1096.0 192.5)
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 (1024.0 1096.0 976.0)
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:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 82 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_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_day01_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 (0) (54780 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 71 texinfos to 28
Reduced 9 texdatas to 7 (268 bytes to 189)
Writing C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\Mine water.bsp
Wrote ZIP buffer, estimated size 106875, actual size 106393
1 second elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\Mine water"

Valve Software - vvis.exe (Jul 26 2016)
4 threads
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\Mine water.bsp
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\Mine water.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\Mine water.prt


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\Mine water"

Valve Software - vrad.exe SSE (Jul 26 2016)

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

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\Mine water.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.12 seconds)
734 faces
231873 square feet [33389786.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.000000
11 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
Build Patch/Sample Hash Table(s).....Done<0.0055 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 (5)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 158/8192 1896/98304 ( 1.9%)
brushsides 977/65536 7816/524288 ( 1.5%)
planes 366/65536 7320/1310720 ( 0.6%)
vertexes 1282/65536 15384/786432 ( 2.0%)
nodes 587/65536 18784/2097152 ( 0.9%)
texinfos 28/12288 2016/884736 ( 0.2%)
texdata 7/2048 224/65536 ( 0.3%)
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 734/65536 41104/3670016 ( 1.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 369/65536 20664/3670016 ( 0.6%)
leaves 589/65536 18848/2097152 ( 0.9%)
leaffaces 857/65536 1714/131072 ( 1.3%)
leafbrushes 297/65536 594/131072 ( 0.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 4925/512000 19700/2048000 ( 1.0%)
edges 2981/256000 11924/1024000 ( 1.2%)
LDR worldlights 11/8192 968/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 77/32768 770/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1209/65536 2418/131072 ( 1.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 615592/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 5567/393216 ( 1.4%)
LDR ambient table 589/65536 2356/262144 ( 0.9%)
HDR ambient table 589/65536 2356/262144 ( 0.9%)
LDR leaf ambient 4436/65536 124208/1835008 ( 6.8%)
HDR leaf ambient 589/65536 16492/1835008 ( 0.9%)
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] 1/960 ( 0.1%)
pakfile [variable] 106393/0 ( 0.0%)
physics [variable] 54780/4194304 ( 1.3%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 1978
Writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\Mine water.bsp
8 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\Mine water.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\Mine water.bsp"

It looks like your map has a leak. Fix it, compile again, and report back.

In the future, you can use this site to check for errors in your logs.
 

seth

aa
May 31, 2013
1,019
851
Hey, I've got another question. ( I still can't figure out how to start a new thread, you can move this if u want). I am trying to add a simple particle effect from this list of Valves effects; https://developer.valvesoftware.com/wiki/List_of_TF2_Particles , specifically the dooms_nuke_collumn particle. I was not able to get any to work, so I thought I'd get an obvious one to go ( a big black plume of smoke).
I am not trying to use a custom particle, and am following a simple tutorial where I 1; create an info_particle_system 2; select start active; yes 3; paste name of particle system into name box. Then I compile map, and nothing shows. The effect should be right above this column (201608 jpg below). Here is the compile list... HELP!






** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\Mine water.vmf"

Valve Software - vbsp.exe (Jul 26 2016)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\Mine water.vmf
***need to set $abovewater for material dev/dev_water2_cheap
***need to set $abovewater for material dev/dev_water2_cheap
Patching WVT material: maps/mine water/brick/blendcobbletocobblesnow001_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity env_sprite (768.00 -384.00 472.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (256.0 1024.0 88.5)
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 (256.0 1024.0 872.0)
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 (520.0 1024.0 88.5)
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 (776.0 1024.0 88.5)
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 (520.0 1024.0 872.0)
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 (776.0 1024.0 872.0)
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 (1024.0 1096.0 192.5)
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 (1024.0 1096.0 976.0)
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:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 82 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_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_day01_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 (0) (54780 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 71 texinfos to 28
Reduced 9 texdatas to 7 (268 bytes to 189)
Writing C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\Mine water.bsp
Wrote ZIP buffer, estimated size 106875, actual size 106393
1 second elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\Mine water"

Valve Software - vvis.exe (Jul 26 2016)
4 threads
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\Mine water.bsp
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\Mine water.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\Mine water.prt


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\Mine water"

Valve Software - vrad.exe SSE (Jul 26 2016)

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

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\Mine water.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.12 seconds)
734 faces
231873 square feet [33389786.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.000000
11 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
Build Patch/Sample Hash Table(s).....Done<0.0055 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 (5)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 158/8192 1896/98304 ( 1.9%)
brushsides 977/65536 7816/524288 ( 1.5%)
planes 366/65536 7320/1310720 ( 0.6%)
vertexes 1282/65536 15384/786432 ( 2.0%)
nodes 587/65536 18784/2097152 ( 0.9%)
texinfos 28/12288 2016/884736 ( 0.2%)
texdata 7/2048 224/65536 ( 0.3%)
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 734/65536 41104/3670016 ( 1.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 369/65536 20664/3670016 ( 0.6%)
leaves 589/65536 18848/2097152 ( 0.9%)
leaffaces 857/65536 1714/131072 ( 1.3%)
leafbrushes 297/65536 594/131072 ( 0.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 4925/512000 19700/2048000 ( 1.0%)
edges 2981/256000 11924/1024000 ( 1.2%)
LDR worldlights 11/8192 968/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 77/32768 770/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1209/65536 2418/131072 ( 1.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 615592/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 5567/393216 ( 1.4%)
LDR ambient table 589/65536 2356/262144 ( 0.9%)
HDR ambient table 589/65536 2356/262144 ( 0.9%)
LDR leaf ambient 4436/65536 124208/1835008 ( 6.8%)
HDR leaf ambient 589/65536 16492/1835008 ( 0.9%)
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] 1/960 ( 0.1%)
pakfile [variable] 106393/0 ( 0.0%)
physics [variable] 54780/4194304 ( 1.3%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 1978
Writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\Mine water.bsp
8 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\Mine water.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\Mine water.bsp"

There's a big blue button at the top of the mapping questions and discussion subforum that you click to post a new thread.
 

pennsyrail

L2: Junior Member
May 12, 2016
62
6
My map will not load. If I try to ignore "cannot find file specified " error, I just end up at the tf2 front screen with nothing loaded. I don't know whats happening... I worked so hard trying to get this to work

Here is the compile list, HELP


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\Train.vmf"

Valve Software - vbsp.exe (Jul 26 2016)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\Train.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 100 detail faces...SubdivideFace: didn't split the polygon

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\Train"

Valve Software - vvis.exe (Jul 26 2016)
4 threads
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\Train.bsp
Error opening c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\Train.bsp

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\Train"

Valve Software - vrad.exe SSE (Jul 26 2016)

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

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\Train.bsp
Error opening c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\Train.bsp

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\Train.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\Train.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
My map will not load. If I try to ignore "cannot find file specified " error, I just end up at the tf2 front screen with nothing loaded. I don't know whats happening... I worked so hard trying to get this to work

Here is the compile list, HELP


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\Train.vmf"

Valve Software - vbsp.exe (Jul 26 2016)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\Train.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 100 detail faces...SubdivideFace: didn't split the polygon

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\Train"

Valve Software - vvis.exe (Jul 26 2016)
4 threads
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\Train.bsp
Error opening c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\Train.bsp

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\Train"

Valve Software - vrad.exe SSE (Jul 26 2016)

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

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\Train.bsp
Error opening c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\Train.bsp

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\Train.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\Train.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."

Please start a new thread for issues. You can do this with the blue button at the top of the "Mapping Questions and Discussion" subforum.
 

crisp

L1: Registered
Dec 20, 2019
1
1
[TOOL] New Team Fortress 2 SDK launcher

Team Fortress 2 SDK launcher

The Team Fortress 2 SDK Launcher is a handy little tool designed to make using the newly updated SDK dead easy. Simply open the launcher and select the tool you want to run. All required settings to get the SDK working are automatically configured for you. No need to run any bat files, etc. On top of that it also contains some helpful extras. I'll be continuing to expand and improve upon it in the future so please feel free to offer feedback and suggestions on what you'd like to see done with it.

tf2_sdk_gui.jpg


Features:
  • Automatically locates and configures required SDK settings. No need to manually run any bat files.
  • Helpful quick links to commonly needed SDK resources.
  • More to come....



Download version 0.2
Last updated 6/3/2013

Seems the download link is not working. I still have a copy of it, so I've uploaded it as a .zip here
 

Attachments

  • TF2 SDK Launcher.zip
    2.8 MB · Views: 195