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Old 02-27-2012, 10:05 AM   #1
Nora Kisaragi
 
Join Date: Jul 2010
Reputation: 0
Posts: 17
Hammer - CS:S - Map .BSP won't save?

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

Valve Software - vbsp.exe (Oct 25 2011)
2 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\*\counter-strike source\cstrike\materials
Loading C:\Program Files (x86)\Steam\steamapps\*\sourcesdk_content\cstrike\ mapsrc\ze_holmes_alpha.vmf
Can't find surfaceprop stone for material DE_TIDES/TIDES_FLOOR_STONE_2, using default
Can't find surfaceprop panel for material METAL/PRODVENTA, using default
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\*\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/ze_holmes_alpha/de_tides/blendgrassstonepath_wvt_patch
Patching WVT material: maps/ze_holmes_alpha/nature/blendgrassgrass001a_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...error: material CS_HAVANA/STONEWORK01 doesn't have a $bottommaterial
error: material CS_HAVANA/STONEWORK01 doesn't have a $bottommaterial
error: material CS_HAVANA/STONEWORK01 doesn't have a $bottommaterial
error: material CS_HAVANA/STONEWORK01 doesn't have a $bottommaterial
error: material CS_HAVANA/STONEWORK01 doesn't have a $bottommaterial
error: material CS_HAVANA/STONEWORK01 doesn't have a $bottommaterial
error: material CS_HAVANA/STONEWORK01 doesn't have a $bottommaterial
error: material CS_HAVANA/STONEWORK01 doesn't have a $bottommaterial
error: material CS_HAVANA/STONEWORK01 doesn't have a $bottommaterial
error: material CS_HAVANA/STONEWORK01 doesn't have a $bottommaterial
error: material CS_HAVANA/STONEWORK01 doesn't have a $bottommaterial
error: material CS_HAVANA/STONEWORK01 doesn't have a $bottommaterial
error: material CS_HAVANA/STONEWORK01 doesn't have a $bottommaterial
error: material CS_HAVANA/STONEWORK01 doesn't have a $bottommaterial
error: material CS_HAVANA/STONEWORK01 doesn't have a $bottommaterial
error: material maps/ze_holmes_alpha/de_tides/blendgrassstonepath_wvt_patch doesn't have a $bottommaterial
error: material maps/ze_holmes_alpha/de_tides/blendgrassstonepath_wvt_patch doesn't have a $bottommaterial
error: material maps/ze_holmes_alpha/de_tides/blendgrassstonepath_wvt_patch doesn't have a $bottommaterial
error: material maps/ze_holmes_alpha/de_tides/blendgrassstonepath_wvt_patch doesn't have a $bottommaterial
error: material maps/ze_holmes_alpha/de_tides/blendgrassstonepath_wvt_patch doesn't have a $bottommaterial
error: material maps/ze_holmes_alpha/de_tides/blendgrassstonepath_wvt_patch doesn't have a $bottommaterial
error: material maps/ze_holmes_alpha/de_tides/blendgrassstonepath_wvt_patch doesn't have a $bottommaterial
error: material maps/ze_holmes_alpha/de_tides/blendgrassstonepath_wvt_patch doesn't have a $bottommaterial
error: material BRICK/BRICKWALL019A doesn't have a $bottommaterial
error: material maps/ze_holmes_alpha/de_tides/blendgrassstonepath_wvt_patch doesn't have a $bottommaterial
error: material BRICK/BRICKWALL019A doesn't have a $bottommaterial
done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
done (0)
writing C:\Program Files (x86)\Steam\steamapps\*\sourcesdk_content\cstrike\ mapsrc\ze_holmes_alpha.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...
Displacement 2 has bad geometry near -1984.00 1472.00 -1498.20
Can't compile displacement physics, exiting. Texture is DE_TIDES/TIDES_FLOOR_STONE_2


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

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

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

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\*\sourcesdk_content\cstrike\ mapsrc\ze_holmes_alpha.bsp
Error opening c:\program files (x86)\steam\steamapps\*\sourcesdk_content\cstrike\ mapsrc\ze_holmes_alpha.bsp

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\*\sourcesdk_content\cstrike\ mapsrc\ze_holmes_alpha.bsp" "c:\program files (x86)\steam\steamapps\*\counter-strike source\cstrike\maps\ze_holmes_alpha.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."
This is after I renamed the map. I renamed it because whenever I was saving the map before I renamed it, the changes would be reflected in Hammer but not ingame. After renaming I get the "Cannot find the file specified" error.

There's a couple of problems in my map from the logs, but right now i'm just trying to get it to run, and i'm not sure what is the root of the problem here.


note: the * in filepaths is my steam username, i've removed all instances of it from the post manually

Last edited by Nora Kisaragi: 02-27-2012 at 10:08 AM.
Nora Kisaragi is offline  
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Old 02-27-2012, 10:36 AM   #2
Blueberry_pie
 
 
 
Join Date: Dec 2007
Reputation: 172
Posts: 1,507
Quote:
Displacement 2 has bad geometry near -1984.00 1472.00 -1498.20
Can't compile displacement physics, exiting. Texture is DE_TIDES/TIDES_FLOOR_STONE_2
This is a fatal error. Under the View menu, choose the Go to Coordinates option and enter those numbers. You'll probably have to remake that displacement or the brush it was based on.
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Old 02-27-2012, 12:29 PM   #3
Nora Kisaragi
 
Join Date: Jul 2010
Reputation: 0
Posts: 17
You saved me. Thanks a bunch, for some reason the intersection at the coordinates doesn't like being near the wall, so I nudged it a little to the right and it compiles fine now.
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Old 07-10-2012, 03:41 PM   #4
LivingBrain
 
Join Date: Apr 2012
Reputation: 0
Posts: 1
I have the same problem.


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\1living_brain\sourcesdk\bin\ orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\1living_brain\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\1living_brain\sourcesdk_cont ent\tf\mapsrc\zm_hightower.vmf"

Valve Software - vbsp.exe (Apr 26 2012)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\1living_brain\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\1living_brain\sourcesdk_cont ent\tf\mapsrc\zm_hightower.vmf
Error: displacement found on a(n) trigger_hurt entity - not supported (entity 67, brush 0)


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\1living_brain\sourcesdk\bin\ orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\1living_brain\team fortress 2\tf" -fast "C:\Program Files (x86)\Steam\steamapps\1living_brain\sourcesdk_cont ent\tf\mapsrc\zm_hightower"

Valve Software - vvis.exe (Apr 26 2012)
fastvis = true
2 threads
reading c:\program files (x86)\steam\steamapps\1living_brain\sourcesdk_cont ent\tf\mapsrc\zm_hightower.bsp
reading c:\program files (x86)\steam\steamapps\1living_brain\sourcesdk_cont ent\tf\mapsrc\zm_hightower.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\1living_brain\sourcesdk_cont ent\tf\mapsrc\zm_hightower.prt


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\1living_brain\sourcesdk\bin\ orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\program files (x86)\steam\steamapps\1living_brain\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\1living_brain\sourcesdk_cont ent\tf\mapsrc\zm_hightower"

Valve Software - vrad.exe SSE (Apr 26 2012)

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

Loading c:\program files (x86)\steam\steamapps\1living_brain\sourcesdk_cont ent\tf\mapsrc\zm_hightower.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.30 seconds)
2878 faces
1198146 square feet [172533136.00 square inches]
12 Displacements
321024 Square Feet [46227456.00 Square Inches]
20 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
Build Patch/Sample Hash Table(s).....Done<0.0167 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
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 (11)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 13/1024 624/49152 ( 1.3%)
brushes 367/8192 4404/98304 ( 4.5%)
brushsides 3325/65536 26600/524288 ( 5.1%)
planes 3154/65536 63080/1310720 ( 4.8%)
vertexes 3867/65536 46404/786432 ( 5.9%)
nodes 1983/65536 63456/2097152 ( 3.0%)
texinfos 270/12288 19440/884736 ( 2.2%)
texdata 17/2048 544/65536 ( 0.8%)
dispinfos 12/0 2112/0 ( 0.0%)
disp_verts 300/0 6000/0 ( 0.0%)
disp_tris 384/0 768/0 ( 0.0%)
disp_lmsamples 270144/0 270144/0 ( 0.0%)
faces 2878/65536 161168/3670016 ( 4.4%)
hdr faces 2878/65536 161168/3670016 ( 4.4%)
origfaces 1746/65536 97776/3670016 ( 2.7%)
leaves 1997/65536 63904/2097152 ( 3.0%)
leaffaces 3463/65536 6926/131072 ( 5.3%)
leafbrushes 757/65536 1514/131072 ( 1.2%)
areas 4/256 32/2048 ( 1.6%)
surfedges 20109/512000 80436/2048000 ( 3.9%)
edges 10779/256000 43116/1024000 ( 4.2%)
LDR worldlights 20/8192 1760/720896 ( 0.2%)
HDR worldlights 20/8192 1760/720896 ( 0.2%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 190/32768 1900/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2595/65536 5190/131072 ( 4.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2781636/0 ( 0.0%)
HDR lightdata [variable] 2781636/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 13645/393216 ( 3.5%)
LDR ambient table 1997/65536 7988/262144 ( 3.0%)
HDR ambient table 1997/65536 7988/262144 ( 3.0%)
LDR leaf ambient 7944/65536 222432/1835008 (12.1%)
HDR leaf ambient 8333/65536 233324/1835008 (12.7%)
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] 1/206 ( 0.5%)
pakfile [variable] 106104/0 ( 0.0%)
physics [variable] 140116/4194304 ( 3.3%)
physics terrain [variable] 736/1048576 ( 0.1%)

Level flags = 0

Total triangle count: 7369
Writing c:\program files (x86)\steam\steamapps\1living_brain\sourcesdk_cont ent\tf\mapsrc\zm_hightower.bsp
18 seconds elapsed
Valve Software - vrad.exe SSE (Apr 26 2012)

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

Loading c:\program files (x86)\steam\steamapps\1living_brain\sourcesdk_cont ent\tf\mapsrc\zm_hightower.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.30 seconds)
2878 faces
1198146 square feet [172533136.00 square inches]
12 Displacements
321024 Square Feet [46227456.00 Square Inches]
20 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
Build Patch/Sample Hash Table(s).....Done<0.0157 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4)
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 (11)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 13/1024 624/49152 ( 1.3%)
brushes 367/8192 4404/98304 ( 4.5%)
brushsides 3325/65536 26600/524288 ( 5.1%)
planes 3154/65536 63080/1310720 ( 4.8%)
vertexes 3867/65536 46404/786432 ( 5.9%)
nodes 1983/65536 63456/2097152 ( 3.0%)
texinfos 270/12288 19440/884736 ( 2.2%)
texdata 17/2048 544/65536 ( 0.8%)
dispinfos 12/0 2112/0 ( 0.0%)
disp_verts 300/0 6000/0 ( 0.0%)
disp_tris 384/0 768/0 ( 0.0%)
disp_lmsamples 270144/0 270144/0 ( 0.0%)
faces 2878/65536 161168/3670016 ( 4.4%)
hdr faces 2878/65536 161168/3670016 ( 4.4%)
origfaces 1746/65536 97776/3670016 ( 2.7%)
leaves 1997/65536 63904/2097152 ( 3.0%)
leaffaces 3463/65536 6926/131072 ( 5.3%)
leafbrushes 757/65536 1514/131072 ( 1.2%)
areas 4/256 32/2048 ( 1.6%)
surfedges 20109/512000 80436/2048000 ( 3.9%)
edges 10779/256000 43116/1024000 ( 4.2%)
LDR worldlights 20/8192 1760/720896 ( 0.2%)
HDR worldlights 20/8192 1760/720896 ( 0.2%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 190/32768 1900/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2595/65536 5190/131072 ( 4.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2781636/0 ( 0.0%)
HDR lightdata [variable] 2781636/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 13645/393216 ( 3.5%)
LDR ambient table 1997/65536 7988/262144 ( 3.0%)
HDR ambient table 1997/65536 7988/262144 ( 3.0%)
LDR leaf ambient 7944/65536 222432/1835008 (12.1%)
HDR leaf ambient 8333/65536 233324/1835008 (12.7%)
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] 1/206 ( 0.5%)
pakfile [variable] 106104/0 ( 0.0%)
physics [variable] 140116/4194304 ( 3.3%)
physics terrain [variable] 736/1048576 ( 0.1%)

Level flags = 0

Total triangle count: 7369
Writing c:\program files (x86)\steam\steamapps\1living_brain\sourcesdk_cont ent\tf\mapsrc\zm_hightower.bsp
18 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\1living_brain\sourcesdk_cont ent\tf\mapsrc\zm_hightower.bsp" "c:\program files (x86)\steam\steamapps\1living_brain\team fortress 2\tf\maps\zm_hightower.bsp"



I don't see any errors. I save it, save with another name, but (with the former) no changes are applied no matter what i do or add, and (w/ the latter) TF2 kindly informs me that that file doesn't exist.
Here's the renamed map compilation:



** Executing...
** Command: "c:\program files (x86)\steam\steamapps\1living_brain\sourcesdk\bin\ orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\1living_brain\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\1living_brain\sourcesdk_cont ent\tf\mapsrc\zom_talltower.vmf"

Valve Software - vbsp.exe (Apr 26 2012)
2 threads
materialPath: c:\program files (x86)\steam\steamapps\1living_brain\team fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\1living_brain\sourcesdk_cont ent\tf\mapsrc\zom_talltower.vmf
Error: displacement found on a(n) trigger_hurt entity - not supported (entity 67, brush 0)


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\1living_brain\sourcesdk\bin\ orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\1living_brain\team fortress 2\tf" -fast "C:\Program Files (x86)\Steam\steamapps\1living_brain\sourcesdk_cont ent\tf\mapsrc\zom_talltower"

Valve Software - vvis.exe (Apr 26 2012)
fastvis = true
2 threads
reading c:\program files (x86)\steam\steamapps\1living_brain\sourcesdk_cont ent\tf\mapsrc\zom_talltower.bsp
Error opening c:\program files (x86)\steam\steamapps\1living_brain\sourcesdk_cont ent\tf\mapsrc\zom_talltower.bsp

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\1living_brain\sourcesdk\bin\ orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\program files (x86)\steam\steamapps\1living_brain\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\1living_brain\sourcesdk_cont ent\tf\mapsrc\zom_talltower"

Valve Software - vrad.exe SSE (Apr 26 2012)

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

Loading c:\program files (x86)\steam\steamapps\1living_brain\sourcesdk_cont ent\tf\mapsrc\zom_talltower.bsp
Error opening c:\program files (x86)\steam\steamapps\1living_brain\sourcesdk_cont ent\tf\mapsrc\zom_talltower.bsp

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\1living_brain\sourcesdk_cont ent\tf\mapsrc\zom_talltower.bsp" "c:\program files (x86)\steam\steamapps\1living_brain\team fortress 2\tf\maps\zom_talltower.bsp"

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

HELP! (please)
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Old 07-10-2012, 04:53 PM   #5
P-GLaDDy
 
 
 
Join Date: Oct 2011
Reputation: 0
Posts: 103
"Error: displacement found on a(n) trigger_hurt entity - not supported (entity 67, brush 0)"
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Old 07-12-2012, 06:11 AM   #6
Lukeme99
 
 
 
Join Date: Oct 2011
Reputation: 2
Posts: 160
I hate it when a dipsplacement gets triangulated, they ar really temperamental!
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