I’m working on a test with blend textures and have a lot (226 to be exact) of 256x256 faces with power of 3 displacements. I’m getting at least two errors during compile, and it even crashes error checker.
Well, here’s the compile log:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\reyaes\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\reyaes\half-life 2 episode two\ep2" "C:\Users\Jesse Stover\Desktop\map\refrence\Blends\BlendsDisplay"
Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\reyaes\half-life 2 episode two\ep2\materials
Loading C:\Users\Jesse Stover\Desktop\map\refrence\Blends\BlendsDisplay.vmf
Patching WVT material: maps/blendsdisplay/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)
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-3080.000000, 4104.000000, 16400.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-3080.000000, 4104.000000, 16400.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (0.000000, 0.000000, -16400.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (0.000000, 4104.000000, 16400.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (2048.000000, 3072.000000, -16400.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (2048.000000, 4104.000000, 16400.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (3072.000000, 4096.000000, -16400.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (2048.000000, 4096.000000, -16400.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (2048.000000, 4096.000000, -16400.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (3072.000000, 3072.000000, -16400.000000))
WARNING: BSP node with unbounded volume (material: CONCRETE/BLENDBUNK_CONC01, near (2048.000000, 3072.000000, -16400.000000))
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\reyaes\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\reyaes\half-life 2 episode two\ep2" "C:\Users\Jesse Stover\Desktop\map\refrence\Blends\BlendsDisplay"
Valve Software - vrad.exe SSE (May 19 2009)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading c:\users\jesse stover\desktop\map\refrence\blends\BlendsDisplay.bsp
Error opening c:\users\jesse stover\desktop\map\refrence\blends\BlendsDisplay.bsp
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Jesse Stover\Desktop\map\refrence\Blends\BlendsDisplay.bsp" "c:\program files (x86)\steam\steamapps\reyaes\half-life 2 episode two\ep2\maps\BlendsDisplay.bsp"
The command failed. Windows reported the error:
"The system cannot find the file specified."
Pretty much, what’s causing the problems and how can I fix them?
Probably invalid brushes. My best bet would be to copy those coordinates you see in the compile log and go to View > Go to coordinates, and plug those numbers in, find them, and delete them.
I try it, but then it says: “Please enter three coordinates, space-delimited”.
I’m copying the straight from the log, so… What?
Well, the ground is just 64 units from the limit of the hammer grid, so would it help if I move it up?
Delete the brushes and remake them.
Seriously? 226 brushes are a lot to remake.
Not to mention the 227 different decals as well.
Not all of them just these.
Go to the pos of each one, and remake them.
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-3080.000000, 4104.000000, 16400.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (-3080.000000, 4104.000000, 16400.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (0.000000, 0.000000, -16400.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (0.000000, 4104.000000, 16400.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (2048.000000, 3072.000000, -16400.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (2048.000000, 4104.000000, 16400.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (3072.000000, 4096.000000, -16400.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (2048.000000, 4096.000000, -16400.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (2048.000000, 4096.000000, -16400.000000))
WARNING: BSP node with unbounded volume (material: <NO BRUSH>, near (3072.000000, 3072.000000, -16400.000000))
WARNING: BSP node with unbounded volume (material: CONCRETE/BLENDBUNK_CONC01, near (2048.000000, 3072.000000, -16400.000000))
Well, hammer wont recognize those as actual coordinates. At least I think that’s the case because of that error I got when I put in the coordinates.
Take out the comas and parenthesis.
Now I just feel stupid. Anyways, the skybox was screwing everything up for some reason. However, now I’ve got this:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\reyaes\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\reyaes\half-life 2 episode two\ep2" "C:\Users\Jesse Stover\Desktop\map\refrence\Blends\BlendsDisplay"
Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\reyaes\half-life 2 episode two\ep2\materials
Loading C:\Users\Jesse Stover\Desktop\map\refrence\Blends\BlendsDisplay.vmf
Patching WVT material: maps/blendsdisplay/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 (1)
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\Jesse Stover\Desktop\map\refrence\Blends\BlendsDisplay.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) (13943 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...Material NATURE/BLENDCLIFFSAND01A uses unknown detail object type swamp_land_001!
Material NATURE/BLENDCLIFFSAND01A uses unknown detail object type swamp_land_001!
Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD01 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTGRASS005A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDDIRTGRASS005A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01!
Material NATURE/BLENDDIRTGRASS001B uses unknown detail object type grass01!
Material NATURE/BLENDDIRTMUD03 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD03 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTGRASS008A uses unknown detail object type coastline_redgrass01!
9Material NATURE/BLENDDIRTGRASS008A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDDIRTMUD02 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTMUD02 uses unknown detail object type canal_reeds!
Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDDIRTGRASS006A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDDIRTDIRT001A uses unknown detail object type citygrass01!
Material NATURE/BLENDDIRTDIRT001A uses unknown detail object type citygrass01!
.Material NATURE/BLENDMUDDIRT001D uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDMUDDIRT001D uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDGRASSGRAVEL002A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDGRASSGRAVEL002A uses unknown detail object type coastline_redgrass02!
Material NATURE/BLENDMUDDIRT001C uses unknown detail object type redgrass_light!
Material NATURE/BLENDMUDDIRT001C uses unknown detail object type redgrass_light!
Material NATURE/BLENDMUDDIRT001B uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDMUDDIRT001B uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDGRASSGRAVEL001B uses unknown detail object type coastline_redgrass03!
Material NATURE/BLENDMUDDIRT001A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDMUDDIRT001A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKSAND08C_DETAIL uses unknown detail object type canal_reeds!
Material NATURE/BLENDROCKSAND08C_DETAIL uses unknown detail object type canal_reeds!
.Material NATURE/BLENDROCKROCK007A uses unknown detail object type canal_reeds!
Material NATURE/BLENDROCKROCK007A uses unknown detail object type canal_reeds!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
Material NATURE/BLENDROCKGRASS004A uses unknown detail object type coastline_redgrass01!
.Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDSAND008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDROCK004C uses unknown detail object type canal_reeds!
Material NATURE/BLENDSANDROCK004C uses unknown detail object type canal_reeds!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
Material NATURE/BLENDSANDGRASS008A uses unknown detail object type coastline_grass01!
10
Compacting texture/material tables...
Reduced 131 texinfos to 120
Reduced 117 texdatas to 116 (3095 bytes to 3040)
Writing C:\Users\Jesse Stover\Desktop\map\refrence\Blends\BlendsDisplay.bsp
4 seconds elapsed
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\reyaes\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\reyaes\half-life 2 episode two\ep2" "C:\Users\Jesse Stover\Desktop\map\refrence\Blends\BlendsDisplay"
Valve Software - vrad.exe SSE (May 19 2009)
Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']
Loading c:\users\jesse stover\desktop\map\refrence\blends\BlendsDisplay.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (1.94 seconds)
1856 faces
1665137 square feet [239779840.00 square inches]
226 Displacements
102855 Square Feet [14811136.00 Square Inches]
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0539 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (11)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 37/8192 444/98304 ( 0.5%)
brushsides 222/65536 1776/524288 ( 0.3%)
planes 274/65536 5480/1310720 ( 0.4%)
vertexes 2409/65536 28908/786432 ( 3.7%)
nodes 715/65536 22880/2097152 ( 1.1%)
texinfos 120/12288 8640/884736 ( 1.0%)
texdata 116/2048 3712/65536 ( 5.7%)
dispinfos 226/0 39776/0 ( 0.0%)
disp_verts 18306/0 366120/0 ( 0.0%)
disp_tris 28928/0 57856/0 ( 0.0%)
disp_lmsamples 292896/0 292896/0 ( 0.0%)
faces 1856/65536 103936/3670016 ( 2.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 344/65536 19264/3670016 ( 0.5%)
leaves 717/65536 22944/2097152 ( 1.1%)
leaffaces 1714/65536 3428/131072 ( 2.6%)
leafbrushes 572/65536 1144/131072 ( 0.9%)
areas 2/256 16/2048 ( 0.8%)
surfedges 10288/512000 41152/2048000 ( 2.0%)
edges 5958/256000 23832/1024000 ( 2.3%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 356/32768 3560/327680 ( 1.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5352/65536 10704/131072 ( 8.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1751300/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 34213/393216 ( 8.7%)
LDR ambient table 717/65536 2868/262144 ( 1.1%)
HDR ambient table 717/65536 2868/262144 ( 1.1%)
LDR leaf ambient 310/65536 8680/1835008 ( 0.5%)
HDR leaf ambient 717/65536 20076/1835008 ( 1.1%)
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] 1/35672 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 106056/0 ( 0.0%)
physics [variable] 13943/4194304 ( 0.3%)
physics terrain [variable] 15018/1048576 ( 1.4%)
Level flags = 0
Total triangle count: 5200
Writing c:\users\jesse stover\desktop\map\refrence\blends\BlendsDisplay.bsp
17 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Jesse Stover\Desktop\map\refrence\Blends\BlendsDisplay.bsp" "c:\program files (x86)\steam\steamapps\reyaes\half-life 2 episode two\ep2\maps\BlendsDisplay.bsp"
Is this going to be a problem or affect anything because I need everything to be working properly.
Well you didn’t run Vvis so you will render everything. Which you probably wont want because your map will lag if its huge like that.
Thats the only thing you should worry about.
It’s not really that big, it was just very tall. Thanks for the help.
-snip-
You know what, never mind. I get what that’s about. Thanks.