'system cannot find the file specified' you say?

Quite probably a major error within the SDK itself

By paul42 11 months ago

This seems to be a pretty big issue. I'll start the story from where I think it may have started.

I was having a fiddle around with some custom textures I made and was constructing a replica of the 'Black Lodge' from television's Twin Peaks. I got to the stage where I had to make the sleek looking modern lamps with the thin posts. They were far to thin to be made with brushes, but I couldn't be bothered learning2blender so I just went ahead and brushed them. I knew this was a bad idea and would probably end up in the map having invalid brushed or worse, but I didn't care. I compiled this Black Lodge map, only to find that the resulting BSP had none of the changes I had made since the last one. So I closed it and tried to recompile only to get this message: The command failed. Windows reported the error: The file specified cannot be found'. I was not phased, so I deleted that map and no focks were given, but the consequences spread like cancer (if that is the origin of the main issue). This now happens to many of my other maps.

When I opened up my jailbreak map and other of my gungame maps to try and compile them I got this same error, for no reason. I can fully establish that it has nothing to do with these maps and that the problem is a bit deeper. I have sent my map files to a friend in order to compile them, and this has worked fine, so it isn't anything to do with my maps. It seems to only happen with more complicated ones. I even recompiled a map from the Jailbreak server I go on and my SDK wouldn't recompile it. I even tried using a different compiler and this would not work either. I have absolutely no idea where to even start with this problem.

Here's the compile window for a Jailbreak map I'm working on.

** Executing... ** Command: "c:\program files (x86)\steam\steamapps\gorillagwakamoley\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\gorillagwakamoley\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\gorillagwakamoley\sourcesdkcontent\cstrike\mapsrc\ba_gorilla-jail.vmf"

Valve Software - vbsp.exe (Apr 26 2012) 4 threads materialPath: c:\program files (x86)\steam\steamapps\gorillagwakamoley\counter-strike source\cstrike\materials Loading C:\Program Files (x86)\Steam\steamapps\gorillagwakamoley\sourcesdkcontent\cstrike\mapsrc\bagorilla-jail.vmf ConVarRef matreduceparticles doesn't point to an existing ConVar Can't find surfaceprop panel for material METAL/PRODVENTA, using default Brush 876099, Side 6: duplicate plane Can't find surfaceprop Rollup for material REALWORLDTEXTURES/NEWER/1/ROLLUP106, using default Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\gorillagwakamoley\counter-strike source\cstrike\gameinfo.txt Patching WVT material: maps/bagorilla-jail/perftest/blendrockdirt001awvtpatch Patching WVT material: maps/bagorilla-jail/detrain/blendgraveldirt001awvtpatch fixing up envcubemap materials on brush sides... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glassbreak is depending on itself through materialvar $crackmaterial! Ignoring... Material RealWorldTextures/glassbreak is depending on itself through materialvar $crackmaterial! Ignoring... Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring... ProcessBlockThread: 0...1...2...3...4...5...6...7...8...9...10 (1) ProcessBlockThread: 0...1...2...3...4...5...6...7...8...9...10 (0)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-2255.5 -13717.5 772.8) Leaf 0 contents: CONTENTSSOLID Leaf 1 contents: CONTENTSWINDOW CONTENTSTRANSLUCENT viscontents (node 0 contents ^ node 1 contents): CONTENTSSOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTSSOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTSSOLID Candidate brush IDs: Brush 170982:

Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides...Bad detail brush side

** Executing... ** Command: "c:\program files (x86)\steam\steamapps\gorillagwakamoley\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\gorillagwakamoley\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\gorillagwakamoley\sourcesdkcontent\cstrike\mapsrc\ba_gorilla-jail"

Valve Software - vvis.exe (Apr 26 2012) 4 threads reading c:\program files (x86)\steam\steamapps\gorillagwakamoley\sourcesdkcontent\cstrike\mapsrc\bagorilla-jail.bsp Error opening c:\program files (x86)\steam\steamapps\gorillagwakamoley\sourcesdkcontent\cstrike\mapsrc\bagorilla-jail.bsp

** Executing... ** Command: "c:\program files (x86)\steam\steamapps\gorillagwakamoley\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\gorillagwakamoley\counter-strike source\cstrike" "C:\Program Files (x86)\Steam\steamapps\gorillagwakamoley\sourcesdkcontent\cstrike\mapsrc\ba_gorilla-jail"

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

  Valve Radiosity Simulator     

4 threads [Reading texlights from 'lights.rad'] [1 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\gorillagwakamoley\sourcesdkcontent\cstrike\mapsrc\bagorilla-jail.bsp Error opening c:\program files (x86)\steam\steamapps\gorillagwakamoley\sourcesdkcontent\cstrike\mapsrc\bagorilla-jail.bsp

** Executing... ** Command: Copy File ** Parameters: "C:\Program Files (x86)\Steam\steamapps\gorillagwakamoley\sourcesdkcontent\cstrike\mapsrc\bagorilla-jail.bsp" "c:\program files (x86)\steam\steamapps\gorillagwakamoley\counter-strike source\cstrike\materials\ba_gorilla-jail.bsp"

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

Please refrain from criticizing things specific to this map, as I have definitely established that it is not the problem.

Thanks for any help in advanced guys, I hope this isn't as much of a mystery to you as it is to me.

Edit: I suppose I should also mention that I tried re installing the SDK. No dice.

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  • Sir Rexius Sarcasticus's Levels
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    Posted 11 months ago

    Did you try reinstalling the thing you're getting the textures from, or are they custom?

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    Posted 11 months ago

    They are custom, and it's nothing to do with the textures or that map I spoke of at the start, that I believe is just where the problem started.

    Bananite
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    Posted 11 months ago

    Your map is not compiling, that's why the bsp is not changing from the previous compile. You have 2 major errors that need your attention:

    First error

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-2255.5 -13717.5772.8) Leaf 0 contents: CONTENTSSOLID Leaf 1 contents: CONTENTSWINDOW CONTENTSTRANSLUCENT viscontents (node 0 contents ^ node 1 contents): CONTENTSSOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTSSOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTSSOLID Candidate brush IDs: Brush 170982:

    I quote from interlopers:

    Usually, this error is caused by a leak, so fix it if it is. If it isn't, there is a (group of) brush(es) that is/are giving vbsp.exe a hard time to figure out your level. Apparently it cannot determine the boundaries of a certain portal. Maybe there is a large brush covering the area, maybe the area is just too complicated for poor vbsp to figure out.

    Find the given coordinates (or if a brush number is given search for the brush number) and see what you can do to to simplify the area (like turning brushes to funcdetail). You should also check to see if the brushes are overlapping at any point._

    "The affected object may not work and/or cause general errors"

    Second error

    find visible detail sides...bad detail brush side

    Again quoting from interlopers:

    The cause for this error is using multiple (incompatible) tool-textures on the same brush, or so it seems. Apart from HINT and SKIP there aren't much combination of tool-textures allowed on the same brush, so any other combination is a possible cause. Tool-textures are the 'tools/' textures you can find using the texture browser in Hammer, and that have a special meaning.

    You will need to find the brush(es) with these tool-textures and replace those textures. The easiest way to find the source of the error is to hide all visgroups except for the visgroups which are for tools textures and then just look around the map in 3d textured mode

    "This error will cause your map to fail compiling completely"

    You also have the glass error that you need to change to the second texture (this one is reserved for chattered glass only) but this is minor and won't stop your map compiling like the above 2 errors.

    Regardless of what you think is the origin of the problem, start by fixing these 2 issues to get them out of the way and try recompiling again to see if it works; If it doesn't, you will start looking at other areas of suspicion but at least you'll be sure that your map is clean and not the cause of the issue.

    Hope this helps

    Will2k

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    Posted 11 months ago

    Edit: I suppose I should also mention that I tried re installing the SDK. No dice.

    You really shouldn't blame your shortcomings on the SDK, errors are very common among the rookie mappers and skinners alike.

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    Posted 11 months ago

    Posted by will2k

    Your map is not compiling, that's why the bsp is not changing from the previous compile. You have 2 major errors that need your attention:

    First error

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-2255.5 -13717.5772.8) Leaf 0 contents: CONTENTSSOLID Leaf 1 contents: CONTENTSWINDOW CONTENTSTRANSLUCENT viscontents (node 0 contents ^ node 1 contents): CONTENTSSOLID This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTSSOLID Check for a huge brush enclosing the coordinates above that has contents CONTENTSSOLID Candidate brush IDs: Brush 170982:

    I quote from interlopers:

    Usually, this error is caused by a leak, so fix it if it is. If it isn't, there is a (group of) brush(es) that is/are giving vbsp.exe a hard time to figure out your level. Apparently it cannot determine the boundaries of a certain portal. Maybe there is a large brush covering the area, maybe the area is just too complicated for poor vbsp to figure out.

    Find the given coordinates (or if a brush number is given search for the brush number) and see what you can do to to simplify the area (like turning brushes to funcdetail). You should also check to see if the brushes are overlapping at any point._

    "The affected object may not work and/or cause general errors"

    Second error

    find visible detail sides...bad detail brush side

    Again quoting from interlopers:

    The cause for this error is using multiple (incompatible) tool-textures on the same brush, or so it seems. Apart from HINT and SKIP there aren't much combination of tool-textures allowed on the same brush, so any other combination is a possible cause. Tool-textures are the 'tools/' textures you can find using the texture browser in Hammer, and that have a special meaning.

    You will need to find the brush(es) with these tool-textures and replace those textures. The easiest way to find the source of the error is to hide all visgroups except for the visgroups which are for tools textures and then just look around the map in 3d textured mode

    "This error will cause your map to fail compiling completely"

    You also have the glass error that you need to change to the second texture (this one is reserved for chattered glass only) but this is minor and won't stop your map compiling like the above 2 errors.

    Regardless of what you think is the origin of the problem, start by fixing these 2 issues to get them out of the way and try recompiling again to see if it works; If it doesn't, you will start looking at other areas of suspicion but at least you'll be sure that your map is clean and not the cause of the issue.

    Hope this helps

    Will2k

    Thanks for your reply. I am already quite aware of these errors, and as I said the map is not the problem in this instance. Even when I have de-compiled and re-compiled published and complete maps that I have downloaded from servers, the same error has occurred. This error does not occur when my jailbreak map is compiled on another computer. Yes it has it's flaws at the moment but I think this particular issue is caused by something else...

    Edit: So not even nodraws can be used on the same brush as an optimization tool? I picked up that from some video tutorial, I suppose it's time to drop that habbit. :\

    Further edit: Actually, point out the maps flaws in the compile all you like, this is also helpful regardless of whether or not it adresses the main issue and I've already learnt something helpful. :]

    Even further edit: Upon receiving the latest bsp my friend compiled for me I can actually see the results of these errors. It is causing rather terrible lighting issues and it crashes quite easily in game. These errors have been made in some of my recent editing I think, so thanks for pointing them out.

    Bananite
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    Posted 11 months ago

    Posted by paul42

    Thanks for your reply. I am already quite aware of these errors, and as I said the map is not the problem in this instance. Even when I have de-compiled and re-compiled published and complete maps that I have downloaded from servers, the same error has occurred. This error does not occur when my jailbreak map is compiled on another computer. Yes it has it's flaws at the moment but I think this particular issue is caused by something else...

    Edit: So not even nodraws can be used on the same brush as an optimization tool? I picked up that from some video tutorial, I suppose it's time to drop that habbit. :\

    Further edit: Actually, point out the maps flaws in the compile all you like, this is also helpful regardless of whether or not it adresses the main issue and I've already learnt something helpful. :]

    Even further edit: Upon receiving the latest bsp my friend compiled for me I can actually see the results of these errors. It is causing rather terrible lighting issues and it crashes quite easily in game. These errors have been made in some of my recent editing I think, so thanks for pointing them out.

    Glad I could be of help and hope you can correct these issues to have a good map output.

    As for the tool brushes, the rule of thumb is not to mix them on the same brush (except for hint/skip). The nodraw can be used with the occluder texture on the same brush but try to avoid using it with other tool textures.

    Nodraw should be used extensively as an optimization tool and will work in conjunction with other regular (non-tools) textures; just don't use it on displacements.

    Will2k

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    Posted 11 months ago

    Posted by will2k

    Posted by paul42

    Thanks for your reply. I am already quite aware of these errors, and as I said the map is not the problem in this instance. Even when I have de-compiled and re-compiled published and complete maps that I have downloaded from servers, the same error has occurred. This error does not occur when my jailbreak map is compiled on another computer. Yes it has it's flaws at the moment but I think this particular issue is caused by something else...

    Edit: So not even nodraws can be used on the same brush as an optimization tool? I picked up that from some video tutorial, I suppose it's time to drop that habbit. :\

    Further edit: Actually, point out the maps flaws in the compile all you like, this is also helpful regardless of whether or not it adresses the main issue and I've already learnt something helpful. :]

    Even further edit: Upon receiving the latest bsp my friend compiled for me I can actually see the results of these errors. It is causing rather terrible lighting issues and it crashes quite easily in game. These errors have been made in some of my recent editing I think, so thanks for pointing them out.

    Glad I could be of help and hope you can correct these issues to have a good map output.

    As for the tool brushes, the rule of thumb is not to mix them on the same brush (except for hint/skip). The nodraw can be used with the occluder texture on the same brush but try to avoid using it with other tool textures.

    Nodraw should be used extensively as an optimization tool and will work in conjunction with other regular (non-tools) textures; just don't use it on displacements.

    Will2k

    Ah all good then, occluders were the only ones I was mixing with nodraw. I may need some other pointers on possible optimization errors as I am only just starting to learn optimization techniques as I go through tophat's videos. Might start another thread at some point.

    The main problem has been solved now. I'm using a batch compiler and it's lovely. No problems at all aside from the optimization issues resulting from my nubiness. Would you say that it's a bad idea to use area portals in a map that has odd shaped rooms? I can imagine area portals would be rather temperamental.

    Bananite
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    Posted 11 months ago

    Posted by paul42

    Ah all good then, occluders were the only ones I was mixing with nodraw. I may need some other pointers on possible optimization errors as I am only just starting to learn optimization techniques as I go through tophat's videos. Might start another thread at some point.

    The main problem has been solved now. I'm using a batch compiler and it's lovely. No problems at all aside from the optimization issues resulting from my nubiness. Would you say that it's a bad idea to use area portals in a map that has odd shaped rooms? I can imagine area portals would be rather temperamental.

    Nice to hear the good news :)

    For optimization, I suggest you read everything on the valve developer wiki if you have not done so yet. You can also read my paper A Systematic Approach to Level Design where I describe how to approach optimization in one of the sections.

    Good luck in your future projects

    Will2k

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