I accidentally compiled my map while it was open in Garry's Mod

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:



** Executing...
** Command: "c:\program files (x86)\steam\steamapps
dsfreak\sourcesdk\bin\ep1\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps
dsfreak\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\steam\steamapps
dsfreak\garrysmod\garrysmod\maps\apartments"

Valve Software - vbsp.exe (Dec 11 2006)
4 threads
materialPath: c:\program files (x86)\steam\steamapps
dsfreak\half-life 2 deathmatch\hl2mp\materials
Loading c:\program files (x86)\steam\steamapps
dsfreak\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
dsfreak\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
dsfreak\sourcesdk\bin\ep1\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps
dsfreak\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\steam\steamapps
dsfreak\garrysmod\garrysmod\maps\apartments"

Valve Software - vvis.exe (Nov  8 2007)
4 threads
reading c:\program files (x86)\steam\steamapps
dsfreak\garrysmod\garrysmod\maps\apartments.bsp
reading c:\program files (x86)\steam\steamapps
dsfreak\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
dsfreak\garrysmod\garrysmod\maps\apartments.bsp
38 seconds elapsed

** Executing...
** Command: "c:\program files (x86)\steam\steamapps
dsfreak\sourcesdk\bin\ep1\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps
dsfreak\half-life 2 deathmatch\hl2mp" "c:\program files (x86)\steam\steamapps
dsfreak\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
dsfreak\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
dsfreak\garrysmod
\garrysmod\maps\apartments.bsp
6 minutes, 35 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\program files (x86)\steam\steamapps
dsfreak\garrysmod\garrysmod\maps\apartments.bsp" "c:\program files (x86)\steam\steamapps
dsfreak\half-life 2 deathmatch\hl2mp\maps\apartments.bsp"


** Executing...
** Command: "c:\program files (x86)\steam\steamapps
dsfreak\half-life 2 deathmatch\hl2.exe"
** Parameters: -dev -console -allowdebug -game "c:\program files (x86)\steam\steamapps
dsfreak\half-life 2 deathmatch\hl2mp" +map "apartments"


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…

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

I only have three overlays, two use the same single surface and one uses three.

I’ll delete the bsp and try again.

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.

You have an overlay that is on 64 or more surfaces. Find it and delete it.

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.

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?

Same here. I find it’s the only way to work on map-specific particles.

Tried expert compile?

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.