• Cannot find the path specified
    16 replies, posted
Sorry if there's another thread like this, but search is down so I'm really not sure. I try to search on google, but I find sites with errors of "cannot find the [I]file[/I] specified, which is not the problem I am having. Anyway, here is my compile log ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\cupcakes4me\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\cupcakes4me\counter-strike source\cstrike" "C:\Users\Thomas Cox\Documents\rpmap.vmf" Valve Software - vbsp.exe (Jun 8 2010) 2 threads materialPath: C:\Program Files (x86)\Steam\steamapps\cupcakes4me\counter-strike source\cstrike\materials Loading C:\Users\Thomas Cox\Documents\rpmap.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\cupcakes4me\counter-strike source\cstrike\gameinfo.txt 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\Thomas Cox\Documents\rpmap.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... done (0) (8473 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 23 texinfos to 14 Reduced 9 texdatas to 8 (208 bytes to 167) Writing C:\Users\Thomas Cox\Documents\rpmap.bsp 0 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\cupcakes4me\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\cupcakes4me\counter-strike source\cstrike" "C:\Users\Thomas Cox\Documents\rpmap" Valve Software - vvis.exe (Jun 8 2010) 2 threads reading c:\users\thomas cox\documents\rpmap.bsp reading c:\users\thomas cox\documents\rpmap.prt 26 portalclusters 50 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 (0) Optimized: 0 visible clusters (0.00%) Total clusters visible: 572 Average clusters visible: 22 Building PAS... Average clusters audible: 26 visdatasize:420 compressed from 416 writing c:\users\thomas cox\documents\rpmap.bsp 0 seconds elapsed ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\cupcakes4me\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\cupcakes4me\counter-strike source\cstrike" "C:\Users\Thomas Cox\Documents\rpmap" Valve Software - vrad.exe SSE (Jun 8 2010) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad'] Loading c:\users\thomas cox\documents\rpmap.bsp Setting up ray-trace acceleration structure... Done (0.01 seconds) 495 faces 71301 square feet [10267410.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 495 patches before subdivision 36093 patches after subdivision 0 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1) transfers 766445, max 458 transfer lists: 5.8 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0250 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. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 21/8192 252/98304 ( 0.3%) brushsides 132/65536 1056/524288 ( 0.2%) planes 104/65536 2080/1310720 ( 0.2%) vertexes 636/65536 7632/786432 ( 1.0%) nodes 80/65536 2560/2097152 ( 0.1%) texinfos 14/12288 1008/884736 ( 0.1%) texdata 8/2048 256/65536 ( 0.4%) 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 495/65536 27720/3670016 ( 0.8%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 27/65536 1512/3670016 ( 0.0%) leaves 82/65536 2624/2097152 ( 0.1%) leaffaces 495/65536 990/131072 ( 0.8%) leafbrushes 112/65536 224/131072 ( 0.2%) areas 2/256 16/2048 ( 0.8%) surfedges 2380/512000 9520/2048000 ( 0.5%) edges 1237/256000 4948/1024000 ( 0.5%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 2/32768 24/393216 ( 0.0%) waterstrips 16/32768 160/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 624/65536 1248/131072 ( 1.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 3431116/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 420/16777216 ( 0.0%) entdata [variable] 443/393216 ( 0.1%) LDR ambient table 82/65536 328/262144 ( 0.1%) HDR ambient table 82/65536 328/262144 ( 0.1%) LDR leaf ambient 26/65536 728/1835008 ( 0.0%) HDR leaf ambient 82/65536 2296/1835008 ( 0.1%) 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] 105942/0 ( 0.0%) physics [variable] 8473/4194304 ( 0.2%) physics terrain [variable] 2/1048576 ( 0.0%) Level flags = 0 Total triangle count: 1282 Writing c:\users\thomas cox\documents\rpmap.bsp 2 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Thomas Cox\Documents\rpmap.bsp" "C:\Program Files (x86)\Steam\steamapps\cupcakes4me\counter-strike source\hl2\maps\rpmap.bsp" The command failed. Windows reported the error: "The system cannot find the path specified." I'm mapping for CSS and it says that it can't find the path specified. How can I fix this? [editline]02:43AM[/editline] I reckon this has something to do with CSS recent update
Use this: [url]http://www.interlopers.net/errors/[/url] to find the errors. On topic: using the link I provided, I cannot see any problems with the compile log.
Try going to Tools > Options > Build programs tab > and copy & paste the configurations here. Also, is this happening with any other maps under the CS:S config?
This is the only time I've ever mapped under the CS:S config [editline]03:14AM[/editline] also in the compile log I see Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\cupcakes4me\counter-strike source\cstrike\gameinfo.txt
Ignore it. It doesn't effect the compile at all.
While it may not effect the compile, I still cannot open my map ingame.
[QUOTE=Sir Tristan;23320545]While it may not effect the compile, I still cannot open my map ingame.[/QUOTE] Try making a test map, only has to be a basic room with a spawn and light and such, and then compile. Also, look back at my last post.
game executable $SteamUserDir\Source SDK Base\hl2.exe BSP executable $SteamUserDir\sourcesdk\bin\orangebox\bin\vbsp.exe VIS executable $SteamUserDir\sourcesdk\bin\orangebox\bin\vvis.exe RAD executable $SteamUserDir\sourcesdk\bin\orangebox\bin\vrad.exe Place compiled maps in this directory before running the game $SteamUserDir\counter-strike source\hl2\maps [editline]04:31AM[/editline] also basic room etc still does not work
Set game executable to $SteamUserDir\Counter-strike source\hl2.exe
I tried that, then I reverted it back because I got the same error [editline]04:49AM[/editline] I'm in real need of help here come on
Try renaming the .vmf
Ok, I found out what is wrong although I still don't know how to solve it. The map is compiling fine, there is no problem there. However, the path that hammer uses to extract the file into the game's map folder is invalid or nonexistant. It SHOULD be $SteamUserDir\counter-strike source\cstrike\maps, but it's not. The map works fine when I copy it to the counter strike maps directory manually, then run it in game. Still, it's kind of a hassle to do that every time.
[quote]$SteamUserDir\counter-strike source\hl2\maps[/quote] Heh I can't read. :smith: Can't you just set the save to cstrike\maps
[QUOTE=Firegod522;23322061]Heh I can't read. :smith: Can't you just set the save to cstrike\maps[/QUOTE] And it works great now! :buddy: Thanks!
I'm getting the same problem but when I compile it comes up with this: ** Executing... ** Command: "c:\program files\steam\steamapps\abengoshis\sourcesdk\bin\ep1\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\abengoshis\half-life 2\hl2" "C:\Program Files\Steam\steamapps\abengoshis\sourcesdk_content\hl2\mapsrc\sb_abendromeda" Valve Software - vbsp.exe (Dec 11 2006) 1 threads materialPath: c:\program files\steam\steamapps\abengoshis\half-life 2\hl2\materials Loading C:\Program Files\Steam\steamapps\abengoshis\sourcesdk_content\hl2\mapsrc\sb_abendromeda.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 24 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files\Steam\steamapps\abengoshis\sourcesdk_content\hl2\mapsrc\sb_abendromeda.prt...done (1) error: material maps/sb_abendromeda/abengoshis/lavatex_5424_-1472_-1931 doesn't have a $bottommaterial error: material maps/sb_abendromeda/abengoshis/lavatex_6584_-3505_-1984 doesn't have a $bottommaterial Creating default cubemaps for env_cubemap using skybox materials: skybox/manymuchstars*.vmt Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/manymuchstars*.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 (3) (362003 bytes) Placing detail props : 0...1...2...3...4...5...6...Error! Too many detail props emitted on this map! ** Executing... ** Command: "c:\program files\steam\steamapps\abengoshis\sourcesdk\bin\ep1\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\abengoshis\half-life 2\hl2" -fast "C:\Program Files\Steam\steamapps\abengoshis\sourcesdk_content\hl2\mapsrc\sb_abendromeda" Valve Software - vvis.exe (Nov 8 2007) fastvis = true 1 threads reading c:\program files\steam\steamapps\abengoshis\sourcesdk_content\hl2\mapsrc\sb_abendromeda.bsp reading c:\program files\steam\steamapps\abengoshis\sourcesdk_content\hl2\mapsrc\sb_abendromeda.prt 2048 portalclusters 5846 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (50) WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster WARNING: Cluster portals saw into cluster Optimized: 47356 visible clusters (0.00%) Total clusters visible: 4006007 Average clusters visible: 1956 Building PAS... Average clusters audible: 2045 visdatasize:1059107 compressed from 1048576 writing c:\program files\steam\steamapps\abengoshis\sourcesdk_content\hl2\mapsrc\sb_abendromeda.bsp 51 seconds elapsed ** Executing... ** Command: "c:\program files\steam\steamapps\abengoshis\sourcesdk\bin\ep1\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\abengoshis\half-life 2\hl2" -noextra "C:\Program Files\Steam\steamapps\abengoshis\sourcesdk_content\hl2\mapsrc\sb_abendromeda" Valve Software - vrad.exe SSE (Nov 8 2007) ----- Radiosity Simulator ---- 1 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\program files\steam\steamapps\abengoshis\sourcesdk_content\hl2\mapsrc\sb_abendromeda.bsp 107 faces 29845 square feet [4297681.50 square inches] 0 displacements 0 square feet [0.00 square inches] 107 patches before subdivision 1027 patches after subdivision 9 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0) transfers 92021, max 215 transfer lists: 0.7 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(3248, 2683, 5166) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(515, 406, 69) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(137, 108, 7) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(36, 28, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(10, 7, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(3, 2, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(1, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.0007 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) 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 8/1024 384/49152 ( 0.8%) brushes 40/8192 480/98304 ( 0.5%) brushsides 240/65536 1920/524288 ( 0.4%) planes 346/65536 6920/1310720 ( 0.5%) vertexes 201/65536 2412/786432 ( 0.3%) nodes 81/65536 2592/2097152 ( 0.1%) texinfos 49/12288 3528/884736 ( 0.4%) texdata 14/2048 448/65536 ( 0.7%) 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 107/65536 5992/3670016 ( 0.2%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 91/65536 5096/3670016 ( 0.1%) leaves 90/65536 2880/2097152 ( 0.1%) leaffaces 107/65536 214/131072 ( 0.2%) leafbrushes 90/65536 180/131072 ( 0.1%) areas 2/256 16/2048 ( 0.8%) surfedges 842/512000 3368/2048000 ( 0.2%) edges 507/256000 2028/1024000 ( 0.2%) LDR worldlights 9/8192 792/720896 ( 0.1%) HDR worldlights 0/8192 0/720896 ( 0.0%) waterstrips 4/32768 40/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 72/65536 144/131072 ( 0.1%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 93012/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 1059107/16777216 ( 6.3%) entdata [variable] 3564/393216 ( 0.9%) LDR leaf ambient 90/65536 2160/1572864 ( 0.1%) 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] 1/12 ( 8.3%) pakfile [variable] 175254/0 ( 0.0%) Level flags = 0 Win32 Specific Data: physics [variable] 16418/4194304 ( 0.4%) ==== Total Win32 BSP file data space used: 1388967 bytes ==== Total triangle count: 264 Writing c:\program files\steam\steamapps\abengoshis\sourcesdk_content\hl2\mapsrc\sb_abendromeda.bsp 2 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Steam\steamapps\abengoshis\sourcesdk_content\hl2\mapsrc\sb_abendromeda.bsp" "c:\program files\steam\steamapps\abengoshis\half-life 2\hl2\maps\sb_abendromeda.bsp" ** Executing... ** Command: "c:\program files\steam\steamapps\abengoshis\half-life 2\hl2.exe" ** Parameters: -game "c:\program files\steam\steamapps\abengoshis\half-life 2\hl2" +map "sb_abendromeda" It plays an old version, a cordoned version, even though I have taken the cordon off. Also I noticed it says "too many detail props". I don't actually have any prop_detail in my map. Also it used to say that it couldn't find the path specified but hasn't said that for the last two compiles.
You are getting an error because the map is failing to compile. prop_detail and detail props are subtly different. detail props are the little grassy sprites emitted by certain textures when used on displacements, if you have large areas using a grass texture you have a few options: 1. Use a texture that doesn't emit detail props 2. Make a custom version of the .vmt with a reduced or removed detail prop density.
Oh those, I've been trying to remove them actually but I don't know how to. I had a great texture to use on an asteroid but it made grass detail props so I abandoned it. Could you tell me how I can fully get rid of them? There must be a way without having to make a custom .vmt. After all, sb_gooniverse has twice as much grassland as my map and it has been compiled. Also theres not actually that much grass on the map, so its strange that its saying there's too much grass.
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