• Map won't compile. "The system cannot find the path specified"
    15 replies, posted
Today when I opened up hammer to mess around a bit I noticed that my 2D grids were black boxes. After some searching I found out I needed to configure EP2 to work with Source 2009, and I followed the instructions given in post 41 on this thread: [url]http://www.facepunch.com/showthread.php?t=944253&page=2[/url] My grids are back and everything seems to be fine but when I try to compile my map I get an error saying "The command failed. Windows reported the error: 'The system cannot find the path specified.' Do you want to continue?" What the hell do I need to do to get Hammer to work again?
Post the compile log
Have you tried running ep2 before compiling? Sometimes does that until you do.
That never happends to me
You only have to run it once.
[code] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\skullhead122\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\skullhead122\half-life 2 episode two\ep2" "C:\Users\Dave\Documents\Maps\newsinkingchurch.vmf" Valve Software - vbsp.exe (May 7 2010) 4 threads materialPath: C:\Program Files (x86)\Steam\steamapps\skullhead122\half-life 2 episode two\ep2\materials Loading C:\Users\Dave\Documents\Maps\newsinkingchurch.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\skullhead122\half-life 2 episode two\ep2\gameinfo.txt Patching WVT material: maps/newsinkingchurch/dev/dev_blendmeasure_wvt_patch 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 2 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Users\Dave\Documents\Maps\newsinkingchurch.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_ep02_02_hdr*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_ep02_02_hdr*.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) (66509 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Water found with no water_lod_control entity, creating a default one. Compacting texture/material tables... Reduced 128 texinfos to 84 Reduced 15 texdatas to 12 (484 bytes to 353) Writing C:\Users\Dave\Documents\Maps\newsinkingchurch.bsp 0 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\skullhead122\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\skullhead122\half-life 2 episode two\ep2" "C:\Users\Dave\Documents\Maps\newsinkingchurch" Valve Software - vvis.exe (May 7 2010) 4 threads reading c:\users\dave\documents\maps\newsinkingchurch.bsp reading c:\users\dave\documents\maps\newsinkingchurch.prt 295 portalclusters 966 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 (50) Optimized: 29 visible clusters (0.00%) Total clusters visible: 56470 Average clusters visible: 191 Building PAS... Average clusters audible: 294 visdatasize:23666 compressed from 23600 writing c:\users\dave\documents\maps\newsinkingchurch.bsp 50 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\skullhead122\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\skullhead122\half-life 2 episode two\ep2" "C:\Users\Dave\Documents\Maps\newsinkingchurch" Valve Software - vrad.exe SSE (May 7 2010) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\dave\documents\maps\newsinkingchurch.bsp Setting up ray-trace acceleration structure... Done (0.14 seconds) 1911 faces 609677 square feet [87793576.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 1911 patches before subdivision 126389 patches after subdivision sun extent from map=0.000000 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (16) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9) transfers 9449833, max 933 transfer lists: 72.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(313536, 285144, 201472) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(72852, 56851, 32161) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(13264, 8882, 3981) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(3666, 2065, 705) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(1154, 532, 132) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(423, 157, 28) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(171, 51, 6) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(75, 18, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(34, 6, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(16, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(8, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(4, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0505 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3) 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 (3) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 196/8192 2352/98304 ( 2.4%) brushsides 1441/65536 11528/524288 ( 2.2%) planes 784/65536 15680/1310720 ( 1.2%) vertexes 2766/65536 33192/786432 ( 4.2%) nodes 577/65536 18464/2097152 ( 0.9%) texinfos 84/12288 6048/884736 ( 0.7%) texdata 12/2048 384/65536 ( 0.6%) 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 1911/65536 107016/3670016 ( 2.9%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 414/65536 23184/3670016 ( 0.6%) leaves 579/65536 18528/2097152 ( 0.9%) leaffaces 2244/65536 4488/131072 ( 3.4%) leafbrushes 637/65536 1274/131072 ( 1.0%) areas 2/256 16/2048 ( 0.8%) surfedges 10916/512000 43664/2048000 ( 2.1%) edges 6003/256000 24012/1024000 ( 2.3%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 340/32768 3400/327680 ( 1.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 4590/65536 9180/131072 ( 7.0%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 1/512 352/180224 ( 0.2%) LDR lightdata [variable] 3680096/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 23666/16777216 ( 0.1%) entdata [variable] 1369/393216 ( 0.3%) LDR ambient table 579/65536 2316/262144 ( 0.9%) HDR ambient table 579/65536 2316/262144 ( 0.9%) LDR leaf ambient 2474/65536 69272/1835008 ( 3.8%) HDR leaf ambient 579/65536 16212/1835008 ( 0.9%) 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] 1/12 ( 8.3%) pakfile [variable] 212965/0 ( 0.0%) physics [variable] 66509/4194304 ( 1.6%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 5459 Writing c:\users\dave\documents\maps\newsinkingchurch.bsp 37 seconds elapsed Valve Software - vrad.exe SSE (May 7 2010) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\dave\documents\maps\newsinkingchurch.bsp Setting up ray-trace acceleration structure... Done (0.12 seconds) 1911 faces 609677 square feet [87793576.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 1911 patches before subdivision 126389 patches after subdivision sun extent from map=0.000000 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (16) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9) transfers 9449833, max 933 transfer lists: 72.1 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(313536, 285143, 201471) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(72852, 56851, 32161) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(13264, 8882, 3981) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(3666, 2065, 705) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(1154, 532, 132) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(423, 157, 28) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(171, 51, 6) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(75, 18, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(34, 6, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(16, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(8, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(4, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(2, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0511 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3) 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 (4) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 196/8192 2352/98304 ( 2.4%) brushsides 1441/65536 11528/524288 ( 2.2%) planes 784/65536 15680/1310720 ( 1.2%) vertexes 2766/65536 33192/786432 ( 4.2%) nodes 577/65536 18464/2097152 ( 0.9%) texinfos 84/12288 6048/884736 ( 0.7%) texdata 12/2048 384/65536 ( 0.6%) 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 1911/65536 107016/3670016 ( 2.9%) hdr faces 1911/65536 107016/3670016 ( 2.9%) origfaces 414/65536 23184/3670016 ( 0.6%) leaves 579/65536 18528/2097152 ( 0.9%) leaffaces 2244/65536 4488/131072 ( 3.4%) leafbrushes 637/65536 1274/131072 ( 1.0%) areas 2/256 16/2048 ( 0.8%) surfedges 10916/512000 43664/2048000 ( 2.1%) edges 6003/256000 24012/1024000 ( 2.3%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 2/8192 176/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 340/32768 3400/327680 ( 1.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 4590/65536 9180/131072 ( 7.0%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 1/512 352/180224 ( 0.2%) LDR lightdata [variable] 3680096/0 ( 0.0%) HDR lightdata [variable] 3680096/0 ( 0.0%) visdata [variable] 23666/16777216 ( 0.1%) entdata [variable] 1369/393216 ( 0.3%) LDR ambient table 579/65536 2316/262144 ( 0.9%) HDR ambient table 579/65536 2316/262144 ( 0.9%) LDR leaf ambient 2474/65536 69272/1835008 ( 3.8%) HDR leaf ambient 2474/65536 69272/1835008 ( 3.8%) 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] 1/12 ( 8.3%) pakfile [variable] 212965/0 ( 0.0%) physics [variable] 66509/4194304 ( 1.6%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 5459 Writing c:\users\dave\documents\maps\newsinkingchurch.bsp 37 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Dave\Documents\Maps\newsinkingchurch.bsp" "C:\Program Files (x86)\Steam\steamapps\skullhead122\half-life 2 episode two\maps\newsinkingchurch.bsp" The command failed. Windows reported the error: "The system cannot find the path specified." [/code] I don't think it's specific to just this map though because I made a simple map with a box and I got the same error.
-snip-
It seems to be compiling fine, it's just the copying thats failing. I have no idea why, but anyway go to this folder: C:\Users\Dave\Documents\Maps\newsinkingchurch.bsp and verify the file exists. If so, manually copy it to the maps directory of the game you want and launch it manually, if not I'll be really fucking confused. Haven't seen/noticed this before though: Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\skullhead122\half-life 2 episode two\ep2\gameinfo.txt Have you run Episode 2 since you installed it?
Metallics the GameData thing happeneds in the ep2 engine configured for 2009. Don't know what it means, nor is it really a problem.
[QUOTE=Firegod522;22420426]Metallics the GameData thing happeneds in the ep2 engine configured for 2009. Don't know what it means, nor is it really a problem.[/QUOTE] Probably why I haven't noticed it beofre, I don't examine my compile logs unless I have a problem, and I haven't lately.
[QUOTE=metallics;22420264]It seems to be compiling fine, it's just the copying thats failing. I have no idea why, but anyway go to this folder: C:\Users\Dave\Documents\Maps\newsinkingchurch.bsp and verify the file exists. If so, manually copy it to the maps directory of the game you want and launch it manually, if not I'll be really fucking confused. Haven't seen/noticed this before though: Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\skullhead122\half-life 2 episode two\ep2\gameinfo.txt Have you run Episode 2 since you installed it?[/QUOTE] so the map is compiling fine and i can just run EP2 and run the map that way?
Yeah.
In Hammer, go to Tools > Options. Then in that window, go to 'Build Programs' tab and then at the bottom you should have a field called 'Place compiled maps in this directory before running the game', make sure that it is set to [b] $SteamUserDir\half-life 2 episode two\ep2\maps [/b] if not, see if that makes a difference.
[QUOTE=killermon;22424366]In Hammer, go to Tools > Options. Then in that window, go to 'Build Programs' tab and then at the bottom you should have a field called 'Place compiled maps in this directory before running the game', make sure that it is set to [b] $SteamUserDir\half-life 2 episode two\ep2\maps [/b] if not, see if that makes a difference.[/QUOTE] Tried it, didn't work.
I had the same error except it was doing it for me on 2007 and I used garrysmod as my game. So... I switched the engine to 2006 and changed the game to hl2 deathmatch. Then I compiled it and worked fine, just make sure not to run it and to run it on the game the map was made on. Also Im still having problems getting the models from my gmod map onto deathmatch. Because when I compile the models dont come with it. However the textures do. Why is sdk so screwed up? Valve needs to fix it...
I'm so tired of Valve taking one step forward and two steps back when they update things.
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