Hammer Compile Error.

A Forum Thread for Garry's Mod

Attention Gamer! We are one of the oldest mod sites on the Interwebs. Sign up and maximize your browsing experience.

  • Subscribe: Get notified of new submissions like this.
  • Say Thanks: Show your appreciation by sending chelly_dawn points.
  • Post: Give chelly_dawn your thoughts on this Thread.
  • Flag: Alert moderators and warn members of a problem with this Thread.
  • Watch: Get notified when this Thread is updated.
Mascot

Sound fun?

Sign up

Already a Bananite? Login

I am new to gamebanana so if this is in the wrong place then I am sorry.

I am making a gmod revolutionary war map and I cannot find the bsp file after compilation. heres the log.

** Executing...
** Command: "D:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -game "D:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "D:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_arw_an.vmf"

Valve Software - vbsp.exe (Jul  2 2017)
8 threads
materialPath: D:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials
Loading D:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_arw_an.vmf
material "stone/castle01" not found.
Material not found!: STONE/CASTLE01
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "de_piranesi/pi_wood3" not found.
Material not found!: DE_PIRANESI/PI_WOOD3
Could not locate 'GameData' key in d:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/rp_arw_an/nature/blenddirtgrass001a_wvt_patch
Patching WVT material: maps/rp_arw_an/752/752_ground_blend_01_wvt_patch
Patching WVT material: maps/rp_arw_an/nature/blendgrassgravel001a_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (9)
WARNING: node without a volume
**** leaked ****
Entity prop_static (-1470.00 -12412.40 293.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (13312.0 11776.0 -217.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (12800.0 12288.0 -217.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (11776.0 12288.0 -217.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (12499.0 10240.0 -3330.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (13011.0 10240.0 -3330.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (12800.0 10240.0 2068.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (12800.0 10240.0 5181.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (13312.0 10752.0 -217.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_farmers_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_farmers_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (1) (8972772 bytes)
Unable to load vertex data "models/pedroleum/ped_tree01_large.vvd"


** Executing...
** Command: "D:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vvis.exe"
** Parameters: -game "D:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "D:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_arw_an"

Valve Software - vvis.exe (Jul  2 2017)
8 threads
reading d:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_arw_an.bsp
Error opening d:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_arw_an.bsp

** Executing...
** Command: "D:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vrad.exe"
** Parameters: -both -game "D:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "D:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_arw_an"

Valve Software - vrad.exe SSE (Jul  2 2017)

      Valve Radiosity Simulator    
8 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading d:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_arw_an.bsp
Error opening d:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_arw_an.bsp

** Executing...
** Command: Copy File
** Parameters: "D:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_arw_an.bsp" "D:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_arw_an.bsp"


** Executing...
** Command: "D:\Program Files (x86)\Steam\steamapps\common\GarrysMod\hl2.exe"
** Parameters: -game "D:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" sv_lan 1 +map "rp_arw_an" -steam

Posts

  • 3mo
    Delta7x avatar
    Delta7x Offline
    Member Joined 3y
    651 points Ranked 6977th
    Looks like there's a leak in your map, try fixing the leak then compile to see if it works.

    To find a leak you want to click the Map button, then load Pointfile. If there's a .lin file with your map name you know you've got a leak. It should show you where the leak is with a red line
  • 3mo
    chelly_dawn avatar
    Member Joined 3mo
    I don't know how to use this website lol. Anyway I tried what you said and it got rid on the .Lin file but still no bsp when I compile
    Bananite

Share

Shareable Image:
Share banner
HTML embed code:
BB embed code:
Markdown embed code:

More embeddable images

Bookmark and Share

Submitter

Sign up to access this!
Sign up to access this!
Sign up to access this!
Sign up to access this!

Category

Stats

Posts
5
Views
412
Date Added
3mo
bcp.crwdcntrl.net tracking pixel