The system cannot find the file specified

Discussion in 'Mapping Questions & Discussion' started by Bermuda Cake, Oct 4, 2009.

  1. Bermuda Cake

    Bermuda Cake L9: Fashionable Member

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    Sigh...
    Well, I've been working on my map for a while now and I tried to do the final compile for beta, only it didn't work, got stuck on portal flow etc.
    SKIP FORWARD AFTER A DAY OF OPTIMIZING...
    Woot! Finished optimizing, time to compile again.

    [​IMG]

    My Compile Process Window contents:
    ** Executing...
    ** Command: "c:\program files\steam\steamapps\maggot57\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\maggot57\team fortress 2\tf" "C:\Program Files\Steam\steamapps\maggot57\sourcesdk_content\tf\mapsrc\zf_coyote"

    Valve Software - vbsp.exe (May 19 2009)
    4 threads
    materialPath: c:\program files\steam\steamapps\maggot57\team fortress 2\tf\materials
    Loading C:\Program Files\Steam\steamapps\maggot57\sourcesdk_content\tf\mapsrc\zf_coyote.vmf
    Error: displacement found on a(n) func_detail entity - not supported (entity 364, brush 0)


    ** Executing...
    ** Command: "c:\program files\steam\steamapps\maggot57\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\maggot57\team fortress 2\tf" "C:\Program Files\Steam\steamapps\maggot57\sourcesdk_content\tf\mapsrc\zf_coyote"

    Valve Software - vvis.exe (May 19 2009)
    4 threads
    reading c:\program files\steam\steamapps\maggot57\sourcesdk_content\tf\mapsrc\zf_coyote.bsp
    Error opening c:\program files\steam\steamapps\maggot57\sourcesdk_content\tf\mapsrc\zf_coyote.bsp

    ** Executing...
    ** Command: "c:\program files\steam\steamapps\maggot57\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\maggot57\team fortress 2\tf" "C:\Program Files\Steam\steamapps\maggot57\sourcesdk_content\tf\mapsrc\zf_coyote"

    Valve Software - vrad.exe SSE (May 19 2009)

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

    Loading c:\program files\steam\steamapps\maggot57\sourcesdk_content\tf\mapsrc\zf_coyote.bsp
    Error opening c:\program files\steam\steamapps\maggot57\sourcesdk_content\tf\mapsrc\zf_coyote.bsp

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files\Steam\steamapps\maggot57\sourcesdk_content\tf\mapsrc\zf_coyote.bsp" "c:\program files\steam\steamapps\maggot57\team fortress 2\tf\maps\zf_coyote.bsp"

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

    ** Executing...
    ** Command: c:\program files\steam\steam.exe
    ** Parameters: -applaunch 440 -game "c:\program files\steam\steamapps\maggot57\team fortress 2\tf" -toconsole -dev -console +sv_lan 1 +map "zf_coyote"

    I have no leaks, my areaportals failed so I got rid of them, I have no idea what is going on :O I also tried selecting all and copying it, saving under a new name but to no avail. Any help would be much appreciated, and please note that I did google it and stuff first.

    Thank You!
     
  2. Eradicatus

    Eradicatus L1: Registered

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    I'm not sure this is the actual problem, but you have an error in you level. It might be a compile breaking error.

    "Error: displacement found on a(n) func_detail entity - not supported (entity 364, brush 0)"

    This causes VBSP to fail, and not create the BSP file VVIS needs to do its thing.
    Therefore you get the
    "Error opening c:\program files\steam\steamapps\maggot57\sourcesdk_content\t f\mapsrc\zf_coyote.bsp"
    Error when VVIS tries to open a BSP that doesn't exist.
    Same with VRAD.

    Try to fix this, and do another compile.

    You have a displacement patch tied to an entity.
    You must find the displacement and move it to world.
    Probably the easiest way to do this, is to go over to the auto groups tab, right click the displacements group,
    select all the displacements, tie them all to an entity and then immediately turn them back to world.
    This way you don't have to hunt for the displacement patch that is acting up.

    Oooor, you could just do a search for entity # (in your case, 364)
     
    • Thanks Thanks x 1
    Last edited: Oct 4, 2009
  3. Bermuda Cake

    Bermuda Cake L9: Fashionable Member

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    Ok, thanks :D
     
  4. Terr

    aa Terr Cranky Coder

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    Yeah, it's that three-step (VBSP,VVIS,VRAD) compile. Each step relies on the output from the step before, so if one complains about missing files 99% of the time it means something earlier-on broke and didn't finish.
     
    • Thanks Thanks x 1
  5. Bermuda Cake

    Bermuda Cake L9: Fashionable Member

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    Oh...
    I disabled all visgroups except func_details, and all my displacements showed up...
    Weird tho, when I double click on them they dont show as func_details...
    I am actually going to cry
     
  6. Bermuda Cake

    Bermuda Cake L9: Fashionable Member

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    I was using ctrl and W, not ctrl shift W
    Now I am crying
     
  7. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    Check if you are selecting groups and not objects or solids. When its not standing on groups you dont see if a brush is tied to an entity. This might be the reason why you dont see it
     
  8. Bermuda Cake

    Bermuda Cake L9: Fashionable Member

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    Error: displacement found on a(n) func_detail entity - not supported (entity 357, brush 0)

    Brush 0? :O
     
  9. Bermuda Cake

    Bermuda Cake L9: Fashionable Member

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    Would like to add that I have now replaced ALL of my displacements, so I dunno what is wrong
     
  10. Nutomic

    Nutomic L11: Posh Member

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    Could you post your new log, that should help.
     
  11. Bermuda Cake

    Bermuda Cake L9: Fashionable Member

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    k tomoz
     
  12. Bermuda Cake

    Bermuda Cake L9: Fashionable Member

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    I think it was a problem with microbrushes
    Got off my lazy arse and fixed it by copy - pasting all essential stuff into a new map, it compiled well. A few bugs and lighting issues to fix, but compiling took about 3 minutes :D
    Thank you all for your time!