VBPS not producing a BSP

Discussion in 'Mapping Questions & Discussion' started by Bowtie, Sep 14, 2013.

  1. Bowtie

    Bowtie L1: Registered

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    Code:
    ** 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:\Users\Andy\Documents\browserponiplaza.vmf"
    
    Valve Software - vbsp.exe (Aug 30 2013)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
    Loading C:\Users\Andy\Documents\browserponiplaza.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)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\Andy\Documents\browserponiplaza.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_upward weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_upward to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_upward weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_upward to build the default cubemap!
    Finding displacement neighbors...
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    
    ** 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:\Users\Andy\Documents\browserponiplaza"
    
    Valve Software - vvis.exe (Aug 27 2013)
    4 threads
    reading c:\users\andy\documents\browserponiplaza.bsp
    Error opening c:\users\andy\documents\browserponiplaza.bsp
    
    ** 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:\Users\Andy\Documents\browserponiplaza"
    
    Valve Software - vrad.exe SSE (Aug 30 2013)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:\users\andy\documents\browserponiplaza.bsp
    Error opening c:\users\andy\documents\browserponiplaza.bsp
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\Andy\Documents\browserponiplaza.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\browserponiplaza.bsp"
    
    The command failed. Windows reported the error:
      "The system cannot find the file specified."

    Ran this through Interlopers, only came up with the skybox error everyone gets. Help?
     
  2. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    VBSP fails during "building physics collision data" uhh... hmm. Do you have any power4 displacements? Those are bad for physics collisions (though usually causes engine crash, not compile error). Perhaps some really badly shaped/warped displacements? Any excessively weird geometry or lots of physics props?
     
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  3. Bowtie

    Bowtie L1: Registered

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    Hmm. Now that you mention it, I have a func_breakable and a ^4 ground. I'll try lowering the power and I'll get back to you.
     
  4. Bowtie

    Bowtie L1: Registered

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    VBPS still trips after I lowered the displacement to ^2.
    Is TF2 incompatible with func_breakable?

    Edit: I tried removing the func_breakable (only physics-related prop I have), and it still gives the error. Huh.
    Edit: Fiixed it~ VBSP does not like displacements that are 0.1 units thick.
     
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    Last edited: Sep 14, 2013
  5. Pocket

    aa Pocket func_croc

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    ...How...did you end up with displacements that have thickness at all? They're supposed to only be one side of the brush, usually.
     
  6. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    The engine still know the brush they were created from as it is used as a reference point for the positioning of the displacement verts. It is likely a case of the off-grid brush muddling up the math used for that.
     
  7. Werewolf

    aa Werewolf Probably not a real Werewolf

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    My vbsp has stopped working as well. It was working last night then just stopped compiling changes. I've tried renaming the map and that gets me the "Failed to find map" error

    I dont have any displacements in my map, and the func_breakable's I have in the map have not been changed. In fact it was some changes I made to some logic entities I was trying to test that is the only change I made.

    It like vbsp has just gone "nope, I'm on holiday" and stopped