Thread: Compile completed, but no bsp file?

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  1. #1
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    Question Compile completed, but no bsp file?

    Hello everyone! Compile completed, but no bsp file? Only map file....
    Where is the problem? please help me. My english is bad.
    Code:
    ** Executing...
    ** Command: Change Directory
    ** Parameters: D:\Steam\steamapps\common\Sven Co-op
    
    
    
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "D:\QQChat\1564587065\FileRecv\first1.map" "D:\output\first1.map"
    
    
    
    
    ** Executing...
    ** Command: D:\Steam\steamapps\common\Sven Co-op SDK\mapping\compilers\SC-CSG.exe
    ** Parameters: "D:\output\first1"
    
    
    Unknown option "SDK\mapping\compilers\SC-CSG.exe"
    hlcsg v3.4-VL34-SC5.0 32-bit (Mar  2 2016)
    Zoner's Half-Life Compilation Tools -- Custom build for Sven Co-op 5.0
    Based on code modifications by Vluzacn (VL34)
    Based on code modifications by Sean 'Zoner' Cavanaugh (3.4)
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to http://forums.svencoop.com
    
    
    -= hlcsg Options =-
    
    
        -console #       : Set to 0 to turn off the pop-up console (default is 1)
        -lang file       : localization file
        -nowadtextures   : include all used textures into bsp
        -wadinclude file : place textures used from wad specified into bsp
        -noclip          : don't create clipping hull
        -clipeconomy     : turn clipnode economy mode on
        -cliptype value  : set to smallest, normalized, simple, precise, or legacy (default)
        -nullfile file   : specify list of entities to retexture with NULL
        -onlyents        : do an entity update from .map to .bsp
        -noskyclip       : disable automatic clipping of SKY brushes
        -tiny #          : minmum brush face surface area before it is discarded
        -brushunion #    : threshold to warn about overlapping brushes
    
    
        -hullfile file   : Reads in custom collision hull dimensions
        -wadcfgfile file : wad configuration file
        -wadconfig name  : use the old wad configuration approach (select a group from wad.cfg)
        -texdata #       : Alter maximum texture memory limit (in kb)
        -lightdata #     : Alter maximum lighting memory limit (in kb)
        -chart           : display bsp statitics
        -low | -high     : run program an altered priority level
        -nolog           : don't generate the compile logfiles
        -noresetlog      : Do not delete log file
        -threads #       : manually specify the number of threads to run
        -estimate        : display estimated time during compile
        -verbose         : compile with verbose messages
        -noinfo          : Do not show tool configuration information
        -nonulltex       : Turns off null texture stripping
        -nolightopt      : don't optimize engine light entities
        -notextconvert   : don't convert game_text message from Windows ANSI to UTF8 format
        -dev #           : compile with developer message
    
    
        -wadautodetect   : Force auto-detection of wadfiles
        -scale #         : Scale the world. Use at your own risk.
        mapfile          : The mapfile to compile
    
    
    
    
    ** Executing...
    ** Command: D:\Steam\steamapps\common\Sven Co-op SDK\mapping\compilers\SC-BSP.exe
    ** Parameters: "D:\output\first1"
    
    
    Unknown option "SDK\mapping\compilers\SC-BSP.exe"
    hlbsp v3.4-VL34-SC5.0 32-bit (Mar  2 2016)
    Zoner's Half-Life Compilation Tools -- Custom build for Sven Co-op 5.0
    Based on code modifications by Vluzacn (VL34)
    Based on code modifications by Sean 'Zoner' Cavanaugh (3.4)
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to http://forums.svencoop.com
    
    
    -= hlbsp Options =-
    
    
        -console #     : Set to 0 to turn off the pop-up console (default is 1)
        -lang file     : localization file
        -leakonly      : Run BSP only enough to check for LEAKs
        -subdivide #   : Sets the face subdivide size
        -maxnodesize # : Sets the maximum portal node size
    
    
        -notjunc       : Don't break edges on t-junctions     (not for final runs)
        -nobrink       : Don't smooth brinks                  (not for final runs)
        -noclip        : Don't process the clipping hull      (not for final runs)
        -nofill        : Don't fill outside (will mask LEAKs) (not for final runs)
        -noinsidefill  : Don't fill empty spaces
        -noopt         : Don't optimize planes on BSP write   (not for final runs)
        -noclipnodemerge: Don't optimize clipnodes
        -texdata #     : Alter maximum texture memory limit (in kb)
        -lightdata #   : Alter maximum lighting memory limit (in kb)
        -chart         : display bsp statitics
        -low | -high   : run program an altered priority level
        -nolog         : don't generate the compile logfiles
        -threads #     : manually specify the number of threads to run
        -estimate      : display estimated time during compile
        -nonulltex     : Don't strip NULL faces
        -nohull2       : Don't generate hull 2 (the clipping hull for large monsters and pushables)
        -viewportal    : Show portal boundaries in 'mapname_portal.pts' file
        -verbose       : compile with verbose messages
        -noinfo        : Do not show tool configuration information
        -dev #         : compile with developer message
    
    
        mapfile        : The mapfile to compile
    
    
    
    
    ** Executing...
    ** Command: D:\Steam\steamapps\common\Sven Co-op SDK\mapping\compilers\SC-VIS.exe
    ** Parameters: -fast "D:\output\first1"
    
    
    Unknown option "SDK\mapping\compilers\SC-VIS.exe"
    hlvis v3.4-VL34-SC5.0 32-bit (Mar  2 2016)
    Zoner's Half-Life Compilation Tools -- Custom build for Sven Co-op 5.0
    Based on code modifications by Vluzacn (VL34)
    Based on code modifications by Sean 'Zoner' Cavanaugh (3.4)
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to http://forums.svencoop.com
    
    
    -= hlvis Options =-
    
    
        -console #      : Set to 0 to turn off the pop-up console (default is 1)
        -lang file      : localization file
        -full           : Full vis
        -fast           : Fast vis
    
    
        -texdata #      : Alter maximum texture memory limit (in kb)
        -lightdata #      : Alter maximum lighting memory limit (in kb)
        -chart          : display bsp statitics
        -low | -high    : run program an altered priority level
        -nolog          : don't generate the compile logfiles
        -threads #      : manually specify the number of threads to run
        -estimate       : display estimated time during compile
        -maxdistance #  : Alter the maximum distance for visibility
        -verbose        : compile with verbose messages
        -noinfo         : Do not show tool configuration information
        -dev #          : compile with developer message
    
    
        mapfile         : The mapfile to compile
    
    
    
    
    ** Executing...
    ** Command: D:\Steam\steamapps\common\Sven Co-op SDK\mapping\compilers\SC-RAD.exe
    ** Parameters: "D:\output\first1"
    
    
    Unknown option "SDK\mapping\compilers\SC-RAD.exe"
    hlrad v3.4-VL34-SC5.0 32-bit (Mar  2 2016)
    Zoner's Half-Life Compilation Tools -- Custom build for Sven Co-op 5.0
    Based on code modifications by Vluzacn (VL34)
    Based on code modifications by Sean 'Zoner' Cavanaugh (3.4)
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to http://forums.svencoop.com
    
    
    -= hlrad Options =-
    
    
        -console #      : Set to 0 to turn off the pop-up console (default is 1)
        -lang file      : localization file
        -waddir folder  : Search this folder for wad files.
        -fast           : Fast rad
        -vismatrix value: Set vismatrix method to normal, sparse or off .
        -extra          : Improve lighting quality by doing 9 point oversampling
        -bounce #       : Set number of radiosity bounces
        -ambient r g b  : Set ambient world light (0.0 to 1.0, r g b)
        -limiter #      : Set light clipping threshold (-1=None)
        -circus         : Enable 'circus' mode for locating unlit lightmaps
        -nospread       : Disable sunlight spread angles for this compile
        -nopaque        : Disable the opaque zhlt_lightflags for this compile
    
    
        -smooth #       : Set smoothing threshold for blending (in degrees)
        -smooth2 #      : Set smoothing threshold between different textures
        -chop #         : Set radiosity patch size for normal textures
        -texchop #      : Set radiosity patch size for texture light faces
    
    
        -notexscale     : Do not scale radiosity patches with texture scale
        -coring #       : Set lighting threshold before blackness
        -dlight #       : Set direct lighting threshold
        -nolerp         : Disable radiosity interpolation, nearest point instead
    
    
        -fade #         : Set global fade (larger values = shorter lights)
        -texlightgap #  : Set global gap distance for texlights
        -scale #        : Set global light scaling value
        -gamma #        : Set global gamma value
    
    
        -sky #          : Set ambient sunlight contribution in the shade outside
        -lights file    : Manually specify a lights.rad file to use
        -noskyfix       : Disable light_environment being global
        -incremental    : Use or create an incremental transfer list file
    
    
        -dump           : Dumps light patches to a file for hlrad debugging info
    
    
        -texdata #      : Alter maximum texture memory limit (in kb)
        -lightdata #    : Alter maximum lighting memory limit (in kb)
        -chart          : display bsp statitics
        -low | -high    : run program an altered priority level
        -nolog          : Do not generate the compile logfiles
        -threads #      : manually specify the number of threads to run
        -estimate       : display estimated time during compile
        -verbose        : compile with verbose messages
        -noinfo         : Do not show tool configuration information
        -dev #          : compile with developer message
    
    
       -colourgamma r g b  : Sets different gamma values for r, g, b
       -colourscale r g b  : Sets different lightscale values for r, g ,b
       -colourjitter r g b : Adds noise, independent colours, for dithering
       -jitter r g b       : Adds noise, monochromatic, for dithering
       -customshadowwithbounce : Enables custom shadows with bounce light
       -rgbtransfers           : Enables RGB Transfers (for custom shadows)
    
    
       -minlight #    : Minimum final light (integer from 0 to 255)
       -compress #    : compress tranfer ( 0=32bit 1=16bit 2=8bit )
       -rgbcompress # : compress rgbtranfer ( 0=96bit 1=48bit 2=32bit 3=24bit )
       -softsky #     : Smooth skylight.(0=off 1=on)
       -depth #       : Thickness of translucent objects.
       -blockopaque # : Remove the black areas around opaque entities.(0=off 1=on)
       -notextures    : Don't load textures.
       -texreflectgamma # : Gamma that relates reflectivity to texture color bits.
       -texreflectscale # : Reflectivity for 255-white texture.
       -blur #        : Enlarge lightmap sample to blur the lightmap.
       -noemitterrange: Don't fix pointy texlights.
       -nobleedfix    : Don't fix wall bleeding problem for large blur value.
       -drawpatch     : Export light patch positions to file 'mapname_patch.pts'.
       -drawsample x y z r    : Export light sample positions in an area to file 'mapname_sample.pts'.
       -drawedge      : Export smooth edge positions to file 'mapname_edge.pts'.
       -drawlerp      : Show bounce light triangulation status.
       -drawnudge     : Show nudged samples.
       -drawoverload  : Highlight fullbright spots
        mapfile       : The mapfile to compile

  2. #2
    Still learning wolf-3d's Avatar  
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    Re: Compile completed, but no bsp file?

    From the Error Log you Posted

    ** Executing...
    ** Command: D:\Steam\steamapps\common\Sven Co-op SDK\mapping\compilers\SC-CSG.exe
    ** Parameters: "D:\output\first1"


    Unknown option "SDK\mapping\compilers\SC-CSG.exe"
    ...
    The compile process is not finding the first step in the compile process CSG.



    Try changing
    Command: D:\Steam\steamapps\common\Sven Co-op SDK\mapping\compilers\SC-CSG.exe
    to
    Command: "D:\Steam\steamapps\common\Sven Co-op SDK\mapping\compilers\SC-CSG.exe"

    Putting the Double Quotes (") around the command may fix it.
    Please note the Same problem(s) for Paths to SC-BSP.exe, SC-RAD.exe and SC-VIS.exe are also shown in your error log (You will need to Fix them as well).

    The problem could be:
    Spaces (" ") in the Path,
    the Path is too long,
    The program does not like (having the files on) your D: drive,
    the .exe files are not in the correct folder or directory.
    or possibly something else ?

    PS: Hola and Welcome to the Forums.
    Regards
    Wolf-3D

  3. #3
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    Question Re: Compile completed, but no bsp file?

    Quote Originally Posted by wolf-3d View Post
    From the Error Log you Posted



    The compile process is not finding the first step in the compile process CSG.



    Try changing
    Command: D:\Steam\steamapps\common\Sven Co-op SDK\mapping\compilers\SC-CSG.exe
    to
    Command: "D:\Steam\steamapps\common\Sven Co-op SDK\mapping\compilers\SC-CSG.exe"

    Putting the Double Quotes (") around the command may fix it.
    Please note the Same problem(s) for Paths to SC-BSP.exe, SC-RAD.exe and SC-VIS.exe are also shown in your error log (You will need to Fix them as well).

    The problem could be:
    Spaces (" ") in the Path,
    the Path is too long,
    The program does not like (having the files on) your D: drive,
    the .exe files are not in the correct folder or directory.
    or possibly something else ?

    PS: Hola and Welcome to the Forums.
    Thank you, but how can I change? In the building program?

    Become like this? But doesn't work...
    Click image for larger version. 

Name:	a.png 
Views:	15 
Size:	21.7 KB 
ID:	18266
    Code:
    ** Executing...
    ** Command: Change Directory
    ** Parameters: D:\Steam\steamapps\common\Sven Co-op
    
    
    
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "D:\QQChat\1564587065\FileRecv\first1.map" "D:\output\first1.map"
    
    
    
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "D:\output\first1"
    
    
    * Could not execute the command:
       Copy File "D:\output\first1"
    * Windows gave the error message:
       "Access Denied."
    
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "D:\output\first1"
    
    
    * Could not execute the command:
       Copy File "D:\output\first1"
    * Windows gave the error message:
       "Access Denied."
    
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: -fast "D:\output\first1"
    
    
    * Could not execute the command:
       Copy File -fast "D:\output\first1"
    * Windows gave the error message:
       "Access Denied."
    
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "D:\output\first1"
    
    
    * Could not execute the command:
       Copy File "D:\output\first1"
    * Windows gave the error message:
       "Access Denied."

  4. #4
    Still learning wolf-3d's Avatar  
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    Re: Compile completed, but no bsp file?

    Strange from your first post that command was working.
    (The failure/error was at the compiler stage which is after it has copied the file.)

    Ah -> Now it is trying to Copy File "D:\output\first1" (instead of Copy File "D:\output\first1.map" and
    obviously it needs the .map part But why it is doing this now and it was working before I don't know.)

    The Picture of the Build Programs looks okay to me.

    EDIT: Just noticed, have you added a "second copy" command somewhere? (If so try removing it/the one without .map at the end)
    Last edited by wolf-3d; 05-12-2018 at 09:55 PM.
    Regards
    Wolf-3D

  5. #5
    QPU-aligned Silencer's Avatar  
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    Re: Compile completed, but no bsp file?

    Export to map manually and learn how to use a .bat-file so you don't have to deal with that shit. Here is what I use:

    Code:
    @ECHO OFF
    
    SET MAP_NAME=sc_mygreatlevel.map
    
    REM Options are: vluzacn, sc
    SET COMPILER=vluzacn
    
    GOTO :set_wad_info
    
    :set_parameters
    SET CSG_PARAMS=-nowadtextures -cliptype simple -threads 7
    SET BSP_PARAMS=-threads 7
    SET VIS_PARAMS=-full -threads 7
    SET RAD_PARAMS=%TEX_REFLECT% -extra -bounce 10 -dscale 1 -threads 7
    SET ALL_PARAMS=-estimate -chart -low
    
    GOTO :compile_map
    
    :set_wad_info
    REM WAD-files to be included in the .bsp (Format: -wadinclude wadfile.wad)
    SET WAD_01=-wadinclude sc_robination.wad
    SET WAD_02=-wadinclude hc.wad
    SET WAD_03=-wadinclude ns.wad
    SET WAD_04=-wadinclude ns2.wad
    SET WAD_05=-wadinclude sc_propanic1.wad
    SET WAD_06=-wadinclude sc_propanic2.wad
    SET WAD_07=-wadinclude sc_propanic3.wad
    SET WAD_08=-wadinclude sc_propanic4.wad
    SET WAD_09=-wadinclude tower.wad
    SET WAD_10=
    SET WAD_11=
    SET WAD_12=
    SET WAD_13=
    SET WAD_14=
    SET WAD_15=
    SET WAD_16=
    SET WAD_17=
    SET WAD_18=
    SET WAD_19=
    SET WAD_20=
    SET WAD_21=
    SET WAD_22=
    SET WAD_23=
    SET WAD_24=
    SET WAD_25=
    SET WAD_26=
    SET WAD_27=
    SET WAD_28=
    SET WAD_29=
    SET WAD_30=
    SET WAD_INCLUDE=%WAD_01% %WAD_02% %WAD_03% %WAD_04% %WAD_05% %WAD_06% %WAD_07% %WAD_08% %WAD_09% %WAD_10% %WAD_11% %WAD_12% %WAD_13% %WAD_14% %WAD_15% %WAD_16% %WAD_17% %WAD_18% %WAD_19% %WAD_20% %WAD_21% %WAD_22% %WAD_23% %WAD_24% %WAD_25% %WAD_26% %WAD_27% %WAD_28% %WAD_29% %WAD_30% -wadautodetect
    
    REM Folders to search for textures for colored reflections (Format: -waddir C:/Absolute/Path/)
    SET WAD_FOLDER_01=-waddir D:/Projects/Textures/GS/00-DEFAULT/
    SET WAD_FOLDER_02=-waddir D:/Projects/Textures/GS/00-CUSTOM/
    SET WAD_FOLDER_03=-waddir D:/Projects/Textures/GS/sc_robination/
    SET WAD_FOLDER_04=-waddir D:/Projects/Textures/GS/sc_haunted_complex/
    SET WAD_FOLDER_05=
    SET WAD_FOLDER_06=
    SET WAD_FOLDER_07=
    SET WAD_FOLDER_08=
    SET WAD_FOLDER_09=
    SET WAD_FOLDER_10=
    SET TEX_REFLECT=%WAD_FOLDER_01% %WAD_FOLDER_02% %WAD_FOLDER_03% %WAD_FOLDER_04% %WAD_FOLDER_05% %WAD_FOLDER_06% %WAD_FOLDER_07% %WAD_FOLDER_08% %WAD_FOLDER_09% %WAD_FOLDER_10%
    
    GOTO :set_parameters
    
    :compile_map
    SET MAP_PATH=D:\Projects\Levels\Goldsource\RMFs\SC\%MAP_NAME%
    SET TOOLS_PATH=D:\Steam\steamapps\common\Sven Co-op SDK\mapping\compilers
    
    IF %COMPILER% == vluzacn (
        SET CSG_CALL="%TOOLS_PATH%\vluzacn\hlcsg_x64.exe" "%MAP_PATH%" %ALL_PARAMS% %CSG_PARAMS%
        SET BSP_CALL="%TOOLS_PATH%\vluzacn\hlbsp_x64.exe" "%MAP_PATH%" %ALL_PARAMS% %BSP_PARAMS%
        SET VIS_CALL="%TOOLS_PATH%\vluzacn\hlvis_x64.exe" "%MAP_PATH%" %ALL_PARAMS% %VIS_PARAMS%
        SET RAD_CALL="%TOOLS_PATH%\vluzacn\hlrad_x64.exe" "%MAP_PATH%" %ALL_PARAMS% %RAD_PARAMS%
    )
    
    IF %COMPILER% == sc (
        SET CSG_CALL="%TOOLS_PATH%\SC-CSG_x64.exe" "%MAP_PATH%" %ALL_PARAMS% %CSG_PARAMS%
        SET BSP_CALL="%TOOLS_PATH%\SC-BSP_x64.exe" "%MAP_PATH%" %ALL_PARAMS% %BSP_PARAMS%
        SET VIS_CALL="%TOOLS_PATH%\SC-VIS_x64.exe" "%MAP_PATH%" %ALL_PARAMS% %VIS_PARAMS%
        SET RAD_CALL="%TOOLS_PATH%\SC-RAD_x64.exe" "%MAP_PATH%" %ALL_PARAMS% %RAD_PARAMS%
    )
    
    @ECHO ON
    %CSG_CALL%
    %BSP_CALL%
    %VIS_CALL%
    %RAD_CALL%
    @ECHO OFF
    
    @ECHO End of batch-file.
    @PAUSE>NUL
    Could easily add a copy instruction there.

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