ruarai / CompilePal

A tool to assist in the compiling of source engine maps
GNU General Public License v3.0
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Cubemap generator issue #52

Closed OBRISON closed 1 year ago

OBRISON commented 6 years ago

So I closed my game client.And compiled my map and I got this error:

Something broke: System.ComponentModel.Win32Exception (0x80004005): The system cannot find the file specified at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo) at System.Diagnostics.Process.Start() at CompilePalX.Compilers.CubemapProcess.FetchHDRLevels() at CompilePalX.Compilers.CubemapProcess.Run(CompileContext context)

I can send full compile log if needed.

ghost commented 6 years ago

I've had this before. Open up the game config json and check that all the paths to the compiling tools are right. Make sure it's right for vbspinfo and bsppack.

OBRISON commented 6 years ago

Everything is fine,I even deleted config and its still the same.

maxdup commented 6 years ago

Okay let's troubleshoot this. If I'm understanding this error correctly, the file not being found in the error message is vbspinfo.exe. Can you check in your compilepal folder for GameConfiguration/gameConfigs.json? Open that file with notepad and you'll find a configuration for each game, you'll need to check for me the path for "VBSPInfo" on the relevant game. Check that the path is correct and make sure that vbspinfo.exe exists at that location (don't mind the double slashes, these count as one). I'm not sure what the problem is exactly but I'm betting it's going to be in there.

Servius commented 6 years ago

Starting a 'Normal' compile. Starting compilation of rp_lb_downtown_v1f2_i Valve Software - vbsp.exe (Aug 14 2018) 8 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials Loading C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_lb_downtown_v1f2_i.vmf Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 700 detail faces...done (0) Merging details...done (1) FixTjuncs... PruneNodes... WriteBSP... done (1) writing C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_lb_downtown_v1f2_i.prt...Building visibility clusters... done (1) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_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_day02_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 material "decals/infnum0" not found. Building Physics collision data... done (1) (1945370 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 5231 texinfos to 3471 Reduced 956 texdatas to 831 (52337 bytes to 46817) Writing C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_lb_downtown_v1f2_i.bsp 7 seconds elapsed Valve Software - vvis.exe (Aug 14 2018) 8 threads reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_lb_downtown_v1f2_i.bsp reading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_lb_downtown_v1f2_i.prt 4377 portalclusters 10509 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (2) PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (350) Optimized: 17057 visible clusters (1.33%) Total clusters visible: 1278518 Average clusters visible: 292 Building PAS... Average clusters audible: 1430 visdatasize:1732777 compressed from 4832208 writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_lb_downtown_v1f2_i.bsp 5 minutes, 53 seconds elapsed Valve Software - vrad.exe SSE (Aug 14 2018)

  Valve Radiosity Simulator     

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

Loading c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_lb_downtown_v1f2_i.bsp Setting up ray-trace acceleration structure... Done (4.41 seconds) 24709 faces 2 degenerate faces 5006732 square feet [720969408.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 24707 patches before subdivision 583075 patches after subdivision sun extent from map=0.000000 2635 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (82) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (36) transfers 91213782, max 1956 transfer lists: 695.9 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(2783998, 2543939, 2146527) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(623239, 535193, 416920) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(165827, 139366, 107109) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(65056, 51376, 39120) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(26243, 19568, 14842) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(11788, 8315, 6193) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(5354, 3563, 2605) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #8 added RGB(2514, 1588, 1133) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(1189, 711, 495) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(571, 325, 220) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(276, 149, 98) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #12 added RGB(135, 69, 45) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #13 added RGB(66, 32, 20) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(33, 15, 9) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #15 added RGB(16, 7, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #16 added RGB(8, 3, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #17 added RGB(4, 2, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #18 added RGB(2, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #19 added RGB(1, 0, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #20 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.1449 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (11) 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 (6) Writing leaf ambient...done Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 194/1024 9312/49152 (18.9%) brushes 5455/8192 65460/98304 (66.6%) brushsides 38083/65536 304664/524288 (58.1%) planes 14222/65536 284440/1310720 (21.7%) vertexes 38697/65536 464364/786432 (59.0%) nodes 10959/65536 350688/2097152 (16.7%) texinfos 3471/12288 249912/884736 (28.2%) texdata 831/2048 26592/65536 (40.6%) dispinfos 0/0 0/0 ( 0.0%) disp_verts 0/0 0/0 ( 0.0%) disp_tris 0/0 0/0 ( 0.0%) disp_lmsamples 0/0 0/0 ( 0.0%) faces 24709/65536 1383704/3670016 (37.7%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 13002/65536 728112/3670016 (19.8%) leaves 11154/65536 356928/2097152 (17.0%) leaffaces 29556/65536 59112/131072 (45.1%) leafbrushes 12251/65536 24502/131072 (18.7%) areas 60/256 480/2048 (23.4%) surfedges 171623/512000 686492/2048000 (33.5%) edges 108459/256000 433836/1024000 (42.4%) LDR worldlights 2635/8192 231880/720896 (32.2%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 7/32768 84/393216 ( 0.0%) waterstrips 2418/32768 24180/327680 ( 7.4%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 43848/65536 87696/131072 (66.9%) cubemapsamples 274/1024 4384/16384 (26.8%) overlays 22/512 7744/180224 ( 4.3%) LDR lightdata [variable] 27788912/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 1732777/16777216 (10.3%) entdata [variable] 1350456/393216 (343.4%) VERY FULL! LDR ambient table 11154/65536 44616/262144 (17.0%) HDR ambient table 11154/65536 44616/262144 (17.0%) LDR leaf ambient 45403/65536 1271284/1835008 (69.3%) HDR leaf ambient 11154/65536 312312/1835008 (17.0%) 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] 1/135534 ( 0.0%) pakfile [variable] 29327080/0 ( 0.0%) physics [variable] 1945370/4194304 (46.4%) physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 70124 Writing c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\rp_lb_downtown_v1f2_i.bsp 2 minutes, 25 seconds elapsed C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_lb_downtown_v1f2_i.bsp -> C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\rp_lb_downtown_v1f2_i.bsp 0 File(s) copied CompilePal - Cubemap Generator Detecting HDR levels... Something broke: System.ComponentModel.Win32Exception (0x80004005): The system cannot find the file specified at System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo) at System.Diagnostics.Process.Start() at CompilePalX.Compilers.CubemapProcess.FetchHDRLevels() at CompilePalX.Compilers.CubemapProcess.Run(CompileContext context) 'Normal' compile finished in 00:08:28 0 errors/warnings logged: No errors/warnings logged for rp_lb_downtown_v1f2_i

Servius commented 6 years ago

Getting the same error.

Servius commented 6 years ago

@Exactol Please help.

maxdup commented 6 years ago

@Servius alright, so the issue seems to be that Garry's mod does not ship with vbspinfo.exe in its GarrysMod\bin folder. The cubemap generator relies on vbspinfo.exe to function properly. The short term fix for you might be to copy vbspinfo.exe from an other source game into your bin folder. But I'll be changing the cubemap generator so that it does not rely on vbspinfo.exe in the future.

Exactol commented 1 year ago

This has been fixed in the latest prerelease