• No errors in compile log?
    6 replies, posted
[code] ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "D:\Garrys Mod Map\rp_murray_hill\night\rp_murray_hill.vmf" Valve Software - vbsp.exe (Oct 13 2015) 8 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials Loading D:\Garrys Mod Map\rp_murray_hill\night\rp_murray_hill.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar material "andromeda/gibs/metalgibs/metal_gibs" not found. Material not found!: ANDROMEDA/GIBS/METALGIBS/METAL_GIBS material "andromeda/weapons/pedestals/diorama_wall2" not found. Material not found!: ANDROMEDA/WEAPONS/PEDESTALS/DIORAMA_WALL2 material "realworldtextures/new/metal2" not found. Material not found!: REALWORLDTEXTURES/NEW/METAL2 Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/rp_murray_hill/de_nuke/nukblenddirtgrassb_wvt_patch Patching WVT material: maps/rp_murray_hill/nature/blendprodasphaltgrass_wvt_patch Patching WVT material: maps/rp_murray_hill/de_train/blendgraveldirt001a_wvt_patch Patching WVT material: maps/rp_murray_hill/de_nuke/nukblenddirtgrass_wvt_patch fixing up env_cubemap materials on brush sides... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2) FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1087.8 -3072.0 -296.6) Leaf 0 contents: CONTENTS_SOLID Leaf 1 contents: viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID Candidate brush IDs: Brush 1513377: Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 124 detail faces...done (0) Merging details...done (0) FixTjuncs... Too many t-junctions to fix up! (4423 prims, max 32768 :: 65556 indices, max 65536) ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "D:\Garrys Mod Map\rp_murray_hill\night\rp_murray_hill" Valve Software - vvis.exe (Oct 13 2015) 8 threads reading d:\garrys mod map\rp_murray_hill\night\rp_murray_hill.bsp Error opening d:\garrys mod map\rp_murray_hill\night\rp_murray_hill.bsp ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe" ** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "D:\Garrys Mod Map\rp_murray_hill\night\rp_murray_hill" Valve Software - vrad.exe SSE (Oct 13 2015) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading d:\garrys mod map\rp_murray_hill\night\rp_murray_hill.bsp Error opening d:\garrys mod map\rp_murray_hill\night\rp_murray_hill.bsp ** Executing... ** Command: Copy File ** Parameters: "D:\Garrys Mod Map\rp_murray_hill\night\rp_murray_hill.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\rp_murray_hill.bsp" The command failed. Windows reported the error: "The system cannot find the file specified." [/code] hammer shat its self, its now fixed how ever, i decided to compile the map and a small issue occurred, thats the "too many t-junctions", but i ignored it and went and deleted all the window brushes as i have made them into props, any way, why wont it compile? Thanks :) [editline]10th March 2016[/editline] [code] ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "D:\Garrys Mod Map\rp_murray_hill\night\rp_murray_hill.vmf" Valve Software - vbsp.exe (Oct 13 2015) 8 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials Loading D:\Garrys Mod Map\rp_murray_hill\night\rp_murray_hill.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar material "andromeda/gibs/metalgibs/metal_gibs" not found. Material not found!: ANDROMEDA/GIBS/METALGIBS/METAL_GIBS material "andromeda/weapons/pedestals/diorama_wall2" not found. Material not found!: ANDROMEDA/WEAPONS/PEDESTALS/DIORAMA_WALL2 material "realworldtextures/new/metal2" not found. Material not found!: REALWORLDTEXTURES/NEW/METAL2 Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/rp_murray_hill/de_nuke/nukblenddirtgrassb_wvt_patch Patching WVT material: maps/rp_murray_hill/nature/blendprodasphaltgrass_wvt_patch Patching WVT material: maps/rp_murray_hill/de_train/blendgraveldirt001a_wvt_patch Patching WVT material: maps/rp_murray_hill/de_nuke/nukblenddirtgrass_wvt_patch fixing up env_cubemap materials on brush sides... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 124 detail faces...done (0) Merging details...done (0) FixTjuncs... Too many t-junctions to fix up! (4421 prims, max 32768 :: 65550 indices, max 65536) ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "D:\Garrys Mod Map\rp_murray_hill\night\rp_murray_hill" Valve Software - vvis.exe (Oct 13 2015) 8 threads reading d:\garrys mod map\rp_murray_hill\night\rp_murray_hill.bsp Error opening d:\garrys mod map\rp_murray_hill\night\rp_murray_hill.bsp ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe" ** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike" "D:\Garrys Mod Map\rp_murray_hill\night\rp_murray_hill" Valve Software - vrad.exe SSE (Oct 13 2015) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading d:\garrys mod map\rp_murray_hill\night\rp_murray_hill.bsp Error opening d:\garrys mod map\rp_murray_hill\night\rp_murray_hill.bsp ** Executing... ** Command: Copy File ** Parameters: "D:\Garrys Mod Map\rp_murray_hill\night\rp_murray_hill.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\rp_murray_hill.bsp" The command failed. Windows reported the error: "The system cannot find the file specified." [/code]
Yea, removing things wont help.
Your still getting to many T-junctions what other small brushes can you make it to a model ?
[QUOTE=taz0;49911829]Your still getting to many T-junctions what other small brushes can you make it to a model ?[/QUOTE] I dont think their is any, if i knew how to find small brushes with out searching the map i would...
i'm guessing by your answer that its not a map that you have made, i would turn the ground and any roads pavements to displacements that should reduce the amount of T-junctions, also on the vbsp cmd line add -notjunc that should too i.e vbsp.exe -notjunc -game plus what ever follows :)
[QUOTE=taz0;49912514]i'm guessing by your answer that its not a map that you have made, i would turn the ground and any roads pavements to displacements that should reduce the amount of T-junctions, also on the vbsp cmd line add -notjunc that should too i.e vbsp.exe -notjunc -game plus what ever follows :)[/QUOTE] It is a map i have made...
If the -nojunc don't work in visgroups hide entities like lights triggers and such then hide world brushes just leaving your func_details if theres loads cut paste to a new .vmf turn them back to brushes by moving to world then make them one combined model :)
Sorry, you need to Log In to post a reply to this thread.