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"The system cannot find the file specified" - Compile Error

Discussion in 'Mapping Questions & Discussion' started by chrisamundo, Sep 30, 2018.

  1. chrisamundo

    chrisamundo L2: Junior Member

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    So, I can't seem to fix this error that appears as: (look at the title, dummy). I've run my compile log through interlopers like 5 times and fixed a few leaks, but interlopers won't mention the error I need fixed. Could you help me fix this error? Here's my log (Please ignore the leak unless it is part of the problem.):


    ** 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\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_mixture_v2.1.vmf"

    Valve Software - vbsp.exe (Aug 2 2018)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_mixture_v2.1.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    **** leaked ****
    Entity path_track (5456.00 192.00 48.08) leaked!
    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)
    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
    Building Physics collision data...
    done (0) (123926 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 288 texinfos to 172
    Reduced 20 texdatas to 17 (495 bytes to 385)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_mixture_v2.1
    Wrote ZIP buffer, estimated size 212672, actual size 211922
    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\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_mixture_v2.1"

    Valve Software - vvis.exe (Aug 2 2018)
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_mixture_v2.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_mixture_v2.prt
    LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_mixture_v2.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\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_mixture_v2.1"

    Valve Software - vrad.exe SSE (Jul 18 2018)

    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\team fortress 2\sourcesdk_content\tf\mapsrc\pl_mixture_v2.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (1.00 seconds)
    2785 faces
    1159151 square feet [166917856.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    sun extent from map=0.000000
    sun extent from map=0.000000
    28 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (31)
    Build Patch/Sample Hash Table(s).....Done<0.0421 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
    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 (16)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 36/1024 1728/49152 ( 3.5%)
    brushes 341/8192 4092/98304 ( 4.2%)
    brushsides 2078/65536 16624/524288 ( 3.2%)
    planes 666/65536 13320/1310720 ( 1.0%)
    vertexes 3598/65536 43176/786432 ( 5.5%)
    nodes 1596/65536 51072/2097152 ( 2.4%)
    texinfos 172/12288 12384/884736 ( 1.4%)
    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 2785/65536 155960/3670016 ( 4.2%)
    hdr faces 2785/65536 155960/3670016 ( 4.2%)
    origfaces 1131/65536 63336/3670016 ( 1.7%)
    leaves 1633/65536 52256/2097152 ( 2.5%)
    leaffaces 3135/65536 6270/131072 ( 4.8%)
    leafbrushes 924/65536 1848/131072 ( 1.4%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 17504/512000 70016/2048000 ( 3.4%)
    edges 9740/256000 38960/1024000 ( 3.8%)
    LDR worldlights 27/8192 2376/720896 ( 0.3%)
    HDR worldlights 27/8192 2376/720896 ( 0.3%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 236/32768 2360/327680 ( 0.7%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 3366/65536 6732/131072 ( 5.1%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 22/512 7744/180224 ( 4.3%)
    LDR lightdata [variable] 4529880/0 ( 0.0%)
    HDR lightdata [variable] 4529880/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 67422/393216 (17.1%)
    LDR ambient table 1633/65536 6532/262144 ( 2.5%)
    HDR ambient table 1633/65536 6532/262144 ( 2.5%)
    LDR leaf ambient 12949/65536 362572/1835008 (19.8%)
    HDR leaf ambient 12833/65536 359324/1835008 (19.6%)
    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] 1/6686 ( 0.0%)
    pakfile [variable] 211922/0 ( 0.0%)
    physics [variable] 123318/4194304 ( 2.9%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 7413
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\pl_mixture_v2.bsp
    52 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\pl_mixture_v2.1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\pl_mixture_v2.1.bsp"

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


    (That last line is the error I've been talking about.)
     
  2. DrSquishy

    aa DrSquishy ???

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    This error arises from when another issue within your compile causes it to fail. Could you fix the leak then post the compile log back here if it still isn't fixed?
     
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  3. Da Spud Lord

    aa Da Spud Lord Occasionally I make maps

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    The compile is definitely succeeding, VBSP is finishing and VRAD is capable of adding lighting. I looked at your compile log and there seem to be a few mismatches in your map's name, specifically around the period that you put in your map's name. My guess is that the compiler doesn't like this. Try removing that period from the name of your VMF and then compile.
     
    • Thanks Thanks x 1
  4. chrisamundo

    chrisamundo L2: Junior Member

    Messages:
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    Thanks, I've tested your idea and it works perfectly. But how will players tell that the version is 2.1 and not 2 1? What can I replace the period with that won't make 0 sense?
     
  5. Startacker!

    aa Startacker! 0...1...2...3...4...5...6...7...8...9...

    Messages:
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    You could replace the .1 with an A (pl_mixture_v2a), an underscore (pl_mixture_v2_1), "fix" (pl_mixture_v2fix), etc.
     
    • Thanks Thanks x 1
    • Agree Agree x 1
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