• I accidentally compiled my map while it was open in Garry's Mod
    14 replies, posted
Now it will no longer compile. I've tried saving as a different name, but when I compile that it gives me the error "The system cannot find the file specified." referring to the bsp. Anyway I can fix this? Compile log for normal file: [code] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\ndsfreak\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\ndsfreak\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\steam\steamapps\ndsfreak\garrysmod\garrysmod\maps\apartments" Valve Software - vbsp.exe (Dec 11 2006) 4 threads materialPath: c:\program files (x86)\steam\steamapps\ndsfreak\half-life 2 deathmatch\hl2mp\materials Loading c:\program files (x86)\steam\steamapps\ndsfreak\garrysmod\garrysmod\maps\apartments.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 994 detail faces...done (1) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing c:\program files (x86)\steam\steamapps\ndsfreak\garrysmod\garrysmod\maps\apartments.prt...done (0) Creating default cubemaps for env_cubemap using skybox materials: skybox/sky_day01_08*.vmt Run buildcubemaps in the engine to get the correct cube maps. No such variable "$hdrbasetexture" for material "skybox/sky_day01_08rt" Can't load skybox file skybox/sky_day01_08 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 Face List Count >= OVERLAY_BSP_FACE_COUNT ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\ndsfreak\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\ndsfreak\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\steam\steamapps\ndsfreak\garrysmod\garrysmod\maps\apartments" Valve Software - vvis.exe (Nov 8 2007) 4 threads reading c:\program files (x86)\steam\steamapps\ndsfreak\garrysmod\garrysmod\maps\apartments.bsp reading c:\program files (x86)\steam\steamapps\ndsfreak\garrysmod\garrysmod\maps\apartments.prt 398 portalclusters 1116 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (38) Optimized: 186 visible clusters (0.00%) Total clusters visible: 83748 Average clusters visible: 210 Building PAS... Average clusters audible: 359 visdatasize:39844 compressed from 44576 writing c:\program files (x86)\steam\steamapps\ndsfreak\garrysmod\garrysmod\maps\apartments.bsp 38 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\ndsfreak\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\ndsfreak\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\steam\steamapps\ndsfreak\garrysmod\garrysmod\maps\apartments" Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\program files (x86)\steam\steamapps\ndsfreak\garrysmod\garrysmod\maps\apartments.bsp 5218 faces 2183691 square feet [314451552.00 square inches] 0 displacements 0 square feet [0.00 square inches] 5218 patches before subdivision zero area child patch 110834 patches after subdivision 89 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (141) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (247) transfers 12598211, max 1210 transfer lists: 96.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(388074, 348341, 268127) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(65809, 56273, 35985) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(15469, 12967, 7411) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(4154, 3434, 1808) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(1212, 993, 484) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(362, 291, 132) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(112, 89, 37) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(35, 27, 10) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(11, 8, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(4, 3, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #11 added RGB(1, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0660 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1) FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10 Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 1407/8192 16884/98304 (17.2%) brushsides 8725/65536 69800/524288 (13.3%) planes 1920/65536 38400/1310720 ( 2.9%) vertexes 9228/65536 110736/786432 (14.1%) nodes 1097/65536 35104/2097152 ( 1.7%) texinfos 328/12288 23616/884736 ( 2.7%) texdata 122/2048 3904/65536 ( 6.0%) 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 5218/65536 292208/3670016 ( 8.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 3621/65536 202776/3670016 ( 5.5%) leaves 1099/65536 35168/2097152 ( 1.7%) leaffaces 6356/65536 12712/131072 ( 9.7%) leafbrushes 2075/65536 4150/131072 ( 3.2%) areas 2/256 16/2048 ( 0.8%) surfedges 41930/512000 167720/2048000 ( 8.2%) edges 26965/256000 107860/1024000 (10.5%) LDR worldlights 89/8192 7832/720896 ( 1.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 705/32768 7050/327680 ( 2.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 15282/65536 30564/131072 (23.3%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 3/512 1056/180224 ( 0.6%) LDR lightdata [variable] 4167900/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 39844/16777216 ( 0.2%) entdata [variable] 40179/393216 (10.2%) LDR leaf ambient 1099/65536 26376/1572864 ( 1.7%) HDR leaf ambient 0/65536 0/1572864 ( 0.0%) 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] 1/11610 ( 0.0%) pakfile [variable] 26291/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 491796/4194304 (11.7%) ==== Total Win32 BSP file data space used: 5960008 bytes ==== Total triangle count: 16987 Writing c:\program files (x86)\steam\steamapps\ndsfreak\garrysmod \garrysmod\maps\apartments.bsp 6 minutes, 35 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "c:\program files (x86)\steam\steamapps\ndsfreak\garrysmod\garrysmod\maps\apartments.bsp" "c:\program files (x86)\steam\steamapps\ndsfreak\half-life 2 deathmatch\hl2mp\maps\apartments.bsp" ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\ndsfreak\half-life 2 deathmatch\hl2.exe" ** Parameters: -dev -console -allowdebug -game "c:\program files (x86)\steam\steamapps\ndsfreak\half-life 2 deathmatch\hl2mp" +map "apartments" [/code]
Delete the .bsp then retry it?
Just delete the .bsp and retry. I've compiled the map while it's open, it works just fine and shouldn't do that. While it's loading on the other hand..
[quote]Face List Count >= OVERLAY_BSP_FACE_COUNT [/quote] You have an overlay that is on 64 or more surfaces. It cause the map to not compile Find it and delete it And having the map open while it's compiling won't do anything; I do it all the time
[QUOTE=Hazrd24;22011295]You have an overlay that is on 64 or more surfaces. It cause the map to not compile Find it and delete it And having the map open while it's compiling won't do anything; I do it all the time[/QUOTE] I only have three overlays, two use the same single surface and one uses three. I'll delete the bsp and try again.
[QUOTE=Ndsfreak;22011809]I only have three overlays, two use the same single surface and one uses three. I'll delete the bsp and try again.[/QUOTE] I've had the same problem with overlays that should have been on only one or two faces, but it was on about 300 :v: Find and delete the overlay
I deleted the bsp, but it gives me the "The system cannot find the file specified." error. Then I deleted the vmx and log as well, thinking that they might be the problem but it still gives me the warning.
[B]You have an overlay that is on 64 or more surfaces. Find it and delete it.[/B]
I always have the map open when compiling... It makes it easier to check the map right away so I don't have to keep firing up HL2:EP2 every time I compile.
[QUOTE=Juniez;22012660][B]You have an overlay that is on 64 or more surfaces. Find it and delete it.[/B][/QUOTE] I just deleted all of my overlays, and it didn't work. Then I deleted my decals and it did. Do decals count as overlays in this situation or something?
[QUOTE=MS-DOS4;22012736]I always have the map open when compiling... It makes it easier to check the map right away so I don't have to keep firing up HL2:EP2 every time I compile.[/QUOTE] Same here. I find it's the only way to work on map-specific particles.
[QUOTE=Ndsfreak;22012800]I just deleted all of my overlays, and it didn't work. Then I deleted my decals and it did. Do decals count as overlays in this situation or something?[/QUOTE] decals would return the same error, yes. [editline]12:29AM[/editline] Put all the decals and overlays back, cordon off parts of the map to see where the offending decal is, then delete/remake it.
Could be something as simple as a configuration. Check your preferences just to be sure.
If you have an overlay that is applied to a very large brush, try cutting up the offending brush so it is not as large. Reset the overlay brush faces and recompile. You also have an error indicating a zero area child patch. It's ignorable but always good to fix. Basically you either have some invalid brush in your map (problem check your map to find any) or a solid with a face that has no area, which is essentially an invalid brush. Normally invalid brushes are simply excluded when you compile, but every now and then they can cause issues. PS: You're using a non HDR sky but compiling in HDR mode. Not a big issue or anything, but you should fix that by changing your sky to one made for HDR lighting.
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