Map won't compile. "The system cannot find the path specified"

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: http://www.facepunch.com/showthread.php?t=944253&page=2

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.



** 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
ewsinkingchurch.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
ewsinkingchurch.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
ewsinkingchurch.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
ewsinkingchurch.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
ewsinkingchurch"

Valve Software - vvis.exe (May  7 2010)
4 threads
reading c:\users\dave\documents\maps
ewsinkingchurch.bsp
reading c:\users\dave\documents\maps
ewsinkingchurch.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
ewsinkingchurch.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
ewsinkingchurch"

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
ewsinkingchurch.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
ewsinkingchurch.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
ewsinkingchurch.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
ewsinkingchurch.bsp
37 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Dave\Documents\Maps
ewsinkingchurch.bsp" "C:\Program Files (x86)\Steam\steamapps\skullhead122\half-life 2 episode two\maps
ewsinkingchurch.bsp"

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


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
ewsinkingchurch.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.

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.

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 ** $SteamUserDir\half-life 2 episode two\ep2\maps ** if not, see if that makes a difference.

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.