• Can't find .bsp after I compile :/
    20 replies, posted
Okay, so I just added something new to my map, I compile to test it, and usually the .bsp saves to my desktop. But it didn't for some reason and I don't know what I'm doing wrong. Someone help?
Is the .vmf on your desktop? If so, post the compile log.
Post the compile log [editline]02:58PM[/editline] VBSP is encountering an error that stops it from compiling your map.
[QUOTE=Jukka K;17086390]Is the .vmf on your desktop? If so, post the compile log.[/QUOTE] Here it is: materialPath: c:\program files\steam\steamapps\slashsnemesis\garrysmod\garrysmod\materials Loading C:\Documents and Settings\Drew\Desktop\gm_myfirstrealmapnew.vmf Patching WVT material: maps/gm_myfirstrealmapnew/nature/blendrockdirt006a_wvt_patch fixing up env_cubemap materials on brush sides... 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! NODRAW on terrain surface! done (0) writing C:\Documents and Settings\Drew\Desktop\gm_myfirstrealmapnew.prt...Building visibility clusters... 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... Displacement 2 has bad geometry near -1024.00 -632.00 42.46 Can't compile displacement physics, exiting. Texture is TOOLS/TOOLSNODRAW 1 threads reading c:\documents and settings\drew\desktop\gm_myfirstrealmapnew.bsp Error opening c:\documents and settings\drew\desktop\gm_myfirstrealmapnew.bsp Could not find lights.rad in lights.rad. Trying VRAD BIN directory instead... Warning: Couldn't open texlight file c:\program files\steam\steamapps\slashsnemesis\sourcesdk\bin\orangebox\bin\lights.rad. Loading c:\documents and settings\drew\desktop\gm_myfirstrealmapnew.bsp Error opening c:\documents and settings\drew\desktop\gm_myfirstrealmapnew.bsp I also get an error saying it can't find the file specified :X
You have displacement faces textured with nodraw, fix those first.
[QUOTE=Jukka K;17086487]You have displacement faces textured with nodraw, fix those first.[/QUOTE] Fixed, but still won't make the .bsp :X
Goto "Map->Check for problem" See if there is someting like "Invalid structure" and click "fix".
[code]Could not find lights.rad in lights.rad. Trying VRAD BIN directory instead... Warning: Couldn't open texlight file c:\program files\steam\steamapps\slashsnemesis\sourcesdk\bin\ orangebox\bin\lights.rad. Loading c:\documents and settings\drew\desktop\gm_myfirstrealmapnew.bsp Error opening c:\documents and settings\drew\desktop\gm_myfirstrealmapnew.bsp[/code] My guess is that one of your directiories or directory paths (that you have soecified in hammer) is invalid and it cannot compile vrad.
[QUOTE=CoLD_IcE;17086802][code]Could not find lights.rad in lights.rad. Trying VRAD BIN directory instead... Warning: Couldn't open texlight file c:\program files\steam\steamapps\slashsnemesis\sourcesdk\bin\ orangebox\bin\lights.rad. Loading c:\documents and settings\drew\desktop\gm_myfirstrealmapnew.bsp Error opening c:\documents and settings\drew\desktop\gm_myfirstrealmapnew.bsp[/code] My guess is that one of your directiories or directory paths (that you have soecified in hammer) is invalid and it cannot compile vrad.[/QUOTE] How would I fix this? Also the check for problems came up with no errors :<
Displacement 2 has bad geometry near -1024.00 -632.00 42.46 Delete it
I had the same problem just now, I fixed it by putting all the map inside a nodraw box, but dunno, my map was fully made out of displacements.
[QUOTE=Nerdeboy;17087211]Displacement 2 has bad geometry near -1024.00 -632.00 42.46 Delete it[/QUOTE] But I have only 1 displacement :X
[QUOTE=slashsnemesis;17088185]But I have only 1 displacement :X[/QUOTE] Go to those coordinates. Delete the displacement there. Or, repost your compile log.
[QUOTE=slashsnemesis;17087032]How would I fix this? Also the check for problems came up with no errors :<[/QUOTE] Either you have to run with vrad enabled (if you have it disabled) or you have to fix your directiories, or check the game cache, maybe you're missing the file?
[QUOTE=< Bird Poo >;17087221]I had the same problem just now, I fixed it by putting all the map inside a nodraw box, but dunno, my map was fully made out of displacements.[/QUOTE] u cant make maps with displacements only, if u can, can u tell me how? i'll give u a quarter
1 brush, select top face -> displace. Cordon box around it + compile. Voila 1 map. Won't work correctly, but you never said antyhing about that.
[QUOTE=metallics;17089930]1 brush, select top face -> displace. Cordon box around it + compile. Voila 1 map. Won't work correctly, but you never said antyhing about that.[/QUOTE] That's only gonna work if they make sure the cordon surrounds 0 0 0 on the grid.
[QUOTE=DanielPinoy;17089806]u cant make maps with displacements only, if u can, can u tell me how? i'll give u a quarter[/QUOTE] well, give me the right to place 6 normal brushes and 1 entity, so yeah, the rest can be all displacements but I don't know.. maybe carving the brushes can turn out to be more efficient
I can make a map with no brushes or entities.
[QUOTE=< Bird Poo >;17093460]well, give me the right to place 6 normal brushes and 1 entity, so yeah, the rest can be all displacements but I don't know.. maybe carving the brushes can turn out to be more efficient[/QUOTE] Hey I just got it you have no idea what you're talking about
[QUOTE=Nerdeboy;17095737]Hey I just got it you have no idea what you're talking about[/QUOTE] He was being sarcastic.
Sorry, you need to Log In to post a reply to this thread.