Source SDK

Source SDK

Can't Compile Edited Map
I edited a map and now I'm trying to compile it. I used Victor the VPK Creator to turn the materials and models folder into VPKs. I put them in the "Source SDK Base 2013 Multiplayer\customConfig\custom" folder. For some reason it's saying that it's missing materials.

Compile Log:
** Executing...
** Command: "c:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\vmfs\hfg_starwarsuniverse2_fix_d.vmf"

Valve Software - vbsp.exe (Oct 13 2015)
4 threads
materialPath: c:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\vmfs\hfg_starwarsuniverse2_fix_d.vmf
material "de_dust/residbwall04" not found.
Material not found!: DE_DUST/RESIDBWALL04
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "de_dust/residbwall03" not found.
Material not found!: DE_DUST/RESIDBWALL03
material "pk02/pk02_ceiling03" not found.
Material not found!: PK02/PK02_CEILING03
Can't find surfaceprop metalpanel for material PROPS/METALLOCKERS003B, using default
Can't find surfaceprop metal for material METAL/METALPIPE006A, using default
Can't find surfaceprop metal for material PROPS/METALPANEL011A, using default
Can't find surfaceprop metal for material PROPS/METALPANEL009A, using default
material "pk02/pk02_floor08a" not found.
Material not found!: PK02/PK02_FLOOR08A
Brush 14490: MAX_MAP_BRUSHSIDES
Side 5
Texture: PK02/PK02_WALL_BIG01B


** Executing...
** Command: "c:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\vmfs\hfg_starwarsuniverse2_fix_d"

Valve Software - vvis.exe (Oct 13 2015)
4 threads
reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\vmfs\hfg_starwarsuniverse2_fix_d.bsp
Error opening c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\vmfs\hfg_starwarsuniverse2_fix_d.bsp

** Executing...
** Command: "c:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\vrad.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\customConfig" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\vmfs\hfg_starwarsuniverse2_fix_d"

Valve Software - vrad.exe SSE (Oct 13 2015)

Valve Radiosity Simulator
4 threads
Could not find lights.rad in lights.rad.
Trying VRAD BIN directory instead...
Warning: Couldn't open texlight file c:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\lights.rad.
Loading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\vmfs\hfg_starwarsuniverse2_fix_d.bsp
Error opening c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\vmfs\hfg_starwarsuniverse2_fix_d.bsp

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\vmfs\hfg_starwarsuniverse2_fix_d.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\hfg_starwarsuniverse2_fix_d.bsp"

The command failed. Windows reported the error:
"The system cannot find the file specified."
Last edited by TheAsian EggrollMaker; Oct 7, 2016 @ 10:05pm
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Showing 1-10 of 10 comments
76561198041347291 Oct 7, 2016 @ 11:30pm 
The problem is that if you edited a decompiled map, that's going to be a problem. A decompiled map will not be the same .vmf compared to the original .vmf. On the other hand, it's a waste of time to work on decompiled maps. It creates problems that could be solved but I don't see the point.

Brush 14490: MAX_MAP_BRUSHSIDES

That is why it doesn't compile at all.
Snoopy Oct 8, 2016 @ 3:54am 
To start with, Hammer cannot extract materials it needs from vpks, the game engine does this. All the materials must exist in the game directory specified in the Hammer configuration or it can't find them when it compiles the map. This shouldn't prevent a map from compiling and the materials should be there when the map is run providing the engine doesn't have a problem finding/using the vpks.

Decompiled maps will always be missing key elements from the original map.
When a map is compiled things that are used for optimizing a map are not actually compiled into the map, they are there to tell the compiler what to do but are not a part of the map itself. So any decompiled map will need to have a lot of the optimization redone.

As Peyer Brev said, it fails the compile because of the max_map_brushsides issue, but fixing this may not be the only compile issue you're going to run into.

I don't agree that it's a waste of time working on a decompiled map but it is definately not something that you're going to be able to just jump in and do without really knowing the ins/outs of mapping.

Decompiling someone elses work is frowned upon and you should get the original authors permission to 'fix' their work. If you can contact the author they may be willing (or not) to provide you with the original vmf, which would be best.

In any case you should make sure you credit the original author(s) in your 'fixed' version. If the map doesn't actually need 'fixing' and you just want to make changes to suit your own needs/wants you should just make your own map from scratch.
76561198041347291 Oct 8, 2016 @ 11:28am 
If by editing a decompiled map, you won't release it afterwards, so be it.

I've never seen the point of working on decompiled maps. That's just my view on it.
Snoopy Oct 8, 2016 @ 11:49am 
Originally posted by Peter Brev:
If by editing a decompiled map, you won't release it afterwards, so be it.

I've never seen the point of working on decompiled maps. That's just my view on it.

The point would be to fix a map that will no longer work with recent changes. SteamPipe broke lots of maps, some were able to be repaired using other methods but some more complex maps required recompiling to solve issues that prevented them from running and/or crashing a server.

So, it's either fix it or never play it again. It would be a shame to let some older maps just die without putting some effort into fixing them.
Last edited by Snoopy; Oct 8, 2016 @ 11:53am
I'm trying to edit a map to add a few things and customize to our server needs. I've seen lots of servers do this. I already did the adding and stuff, but its not compiling. What can I do about it?
Snoopy Oct 8, 2016 @ 1:54pm 
Originally posted by TheAsian EggrollMaker:
I'm trying to edit a map to add a few things and customize to our server needs. I've seen lots of servers do this. I already did the adding and stuff, but its not compiling. What can I do about it?

Well, you need to dig in and fix the issues or find someone that is willing to do it for you.
Chances are there will be more issues than others will be able to help you with via any forum.

Friend me and I can try to help out.
ׁׁׁ Jan 11, 2019 @ 7:16pm 
buuuuuump
i have an issue, i tried building a map from scratch then accidentally named it Trench instead of trench (i already know that problem and renamed it correctly then it gave me that error you put up as example and then when that didn't compile i copy/pasted all the map elements on a new map vmf but it still wont compile
You just bumped a two year old thread. Congrats.
Snoopy Jan 12, 2019 @ 5:34am 
Start a new discussion for your issue and post your compile log
ׁׁׁ Jan 16, 2019 @ 5:56pm 
k
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Date Posted: Oct 7, 2016 @ 10:04pm
Posts: 10