Compile Error (Can't Solve)

Hello. For the past hour or two I have been experiencing this unsolvable (at least to me) compile error, “Windows cannot find the file specified”. I have rid the map of all leaks and everything. On the Interlopers Compile checker I am getting nothing but 2 missing textures (Which I will pack in) and the fact I am compiling on fast for testing purposes.

Here is the compile log:


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\halojja\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\halojja\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\halojja\sourcesdk_content	tt_underside.vmf"

Valve Software - vbsp.exe (Oct 25 2011)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\halojja\counter-strike source\cstrike\materials
Loading C:\Program Files (x86)\Steam\steamapps\halojja\sourcesdk_content	tt_underside.vmf
material "gutek/blendgrassrocks69" not found.
Material not found!: GUTEK/BLENDGRASSROCKS69
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "gutek/blendgrassrocks699" not found.
Material not found!: GUTEK/BLENDGRASSROCKS699
material "gutek/asphalt" not found.
Material not found!: GUTEK/ASPHALT
material "customdev/dev_measuregeneric01red" not found.
Material not found!: CUSTOMDEV/DEV_MEASUREGENERIC01RED
material "gutek/heli3-1" not found.
Material not found!: GUTEK/HELI3-1
material "metal/citadel_metalwall063a_cheap_nofog" not found.
Material not found!: METAL/CITADEL_METALWALL063A_CHEAP_NOFOG
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\halojja\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/ttt_underside/gucio/cliff_01_v1_v2_wvt_patch
Patching WVT material: maps/ttt_underside/gucio/cliff_01_v2_wvt_patch
Patching WVT material: maps/ttt_underside/concrete/blendbunk_conc01_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 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 256 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\halojja\sourcesdk_content	tt_underside.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/realsky1*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/realsky1*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Bad surface extents point: 10240.000000 7424.000000 -2816.000000
Bad surface extents point: 10752.000000 7424.000000 -2816.000000
Bad surface extents point: 10752.000000 7424.000000 -2304.000000
Bad surface extents point: 10240.000000 7424.000000 -2304.000000
Bad surface extents - surface is too big to have a lightmap
	material NATURE/BLENDCLIFFGRASS001A around point (10496.0 7424.0 -2560.0)
	(dimension: 0, 135>126)


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\halojja\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\halojja\counter-strike source\cstrike" -fast "C:\Program Files (x86)\Steam\steamapps\halojja\sourcesdk_content	tt_underside"

Valve Software - vvis.exe (Oct 25 2011)
fastvis = true
2 threads
reading c:\program files (x86)\steam\steamapps\halojja\sourcesdk_content	tt_underside.bsp
Error opening c:\program files (x86)\steam\steamapps\halojja\sourcesdk_content	tt_underside.bsp

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\halojja\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files (x86)\steam\steamapps\halojja\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\halojja\sourcesdk_content	tt_underside"

Valve Software - vrad.exe SSE (Oct 25 2011)

      Valve Radiosity Simulator     
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\halojja\sourcesdk_content	tt_underside.bsp
Error opening c:\program files (x86)\steam\steamapps\halojja\sourcesdk_content	tt_underside.bsp

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\halojja\sourcesdk_content	tt_underside.bsp" "c:\program files (x86)\steam\steamapps\halojja\garrysmod\garrysmod\maps	tt_underside.bsp"

The command failed. Windows reported the error:
  "The system cannot find the file specified."

If anyone could please tell me why it wont compile, please tell me.

Bad surface extents point: 10240.000000 7424.000000 -2816.000000
Bad surface extents point: 10752.000000 7424.000000 -2816.000000
Bad surface extents point: 10752.000000 7424.000000 -2304.000000
Bad surface extents point: 10240.000000 7424.000000 -2304.000000
Bad surface extents - surface is too big to have a lightmap

Make the brush at that location smaller.

That is all? Also how do you go to specific points again? I seem to have forgotten with my horrific memory.

view > go to coords

Hm, appears to be in my 3-D Skybox. The actual brush Skybox surrounding it. Is it possible this is caused by the texture resolution being higher than 0.25?

No idea.

I don’t ever set my skybox texture to 0.0625 around the 3D skybox and it always works fine.

How big is your 3D skybox?

2816x3072

Here is the brush it takes me to (For 10240.000000 7424.000000 -2816.000000. The others are also in the 3D Skybox): http://postimage.org/image/ktuzd38hb/

[editline]27th April 2012[/editline]

Can anyone help? I’ve been at this for at least 3 hours now.

You need to remake the displacement that is at

10752.000000 7424.000000 -2816.000000
That has this texture
NATURE/BLENDCLIFFGRASS001A

Hey, thanks a ton.

I’ve had displacements cause bad surface extents errors when using rotated textures on them before, just something to note.

Displacements can only be 1024 x1024 max. anything larger will screw up compile.

512x512 is best

Displacements don’t really have a size limit. I’ve made huge displacements (over 4kx4k) and not had any problems.

Odd, every time I have had large displacements it whines about lightmaps too big…

I had this issue in my map just now, and googling the error gave no other answer than “make the displacement smaller”.
So for anyone else having this problem and googling it (which will lead them here), read this to better understand the issue and how to get rid of it:

I found this page on the VDC, and the following caught my eye:

A luxel is basically a “lightmap pixel”. So what this means is that if the lightmap is too detailed, your brushes will be chopped up automatically. However, your displacements WON’T be chopped up, and instead you will get that compile error.

**How to fix it without having to re-make and/or alter your geometry **
Just increase the lightmap scale on the displacement giving you the error. With a high enough lightmap scale, you could technically have a 10000x10000 displacement if you really wanted to.

To make it clear why I’m posting in this old thread: Googling the error leads you here, and an answer was never really supplied either here or in other search results.

For anyone else getting this error, the simple fix is to use the carve tool to split your large displacements into smaller sections. Just use SHIFT + X to toggle the slice to keep both sides of your displacement (both will show in white) and you can systematically chop it up into smaller pieces. Once you’ve done this, you’ll notice that you’ll be able to lower the lightmap scale down to something more manageable like 16 - 19. If your displacement is too large, you’ll notice the lightmap scale will be something crazy huge like 72.

You don’t want any one displacement to be much larger than 1024x1024 units