- Make sure your map doesn't have a space in the filename
- Make sure there are no errors in the map except 'there is no player start' (Alt+P)
- Make sure you don't have a leak
The Following User Says Thank You to Acegikmo For This Useful Post:
There are no spaces in the map name. And I made a "box" around the map to prevent leaks. So i tried Alt+P and that menu came up. It said i didn't have player spawnpoints or something. I got some though.
In general, if a section of the compile cannot find the 'file' it is because the VBSP failed and didnt create the file.
Just as a warning, if this is not the first time you compiled a particular map a bsp will exist even when VBSP fails. It does not delete the old file, it will overwrite it. As a result, the VVIS and VRAD will use the old bsp version to compile. Resulting in exactly the same map as you had before. (did that once on a 2+ hour compile)
What I do is watch the compile processing during the VBSP for errors. VBSP runs pretty fast even on larger maps. I think i maxed out at 30ish seconds on a 5 year old computer. So, it doesnt take long. After the VBSP completes then get up and do other things because the rest of the process can take a long long time.
Phil
The Following User Says Thank You to Pink_Panther For This Useful Post:
instead of 'boxing in your level' you should use the cordon tool to check it out.
That's the yellow and black stripe icons up top. The red dots one lets you change the size, the other turns it on/off. If you see a big red outlined box in your views it's on.
That basically seals the level when compiled, so it's good to test if you haven't sealed in the sky yet.
Or if you wanna quick test only parts of your map. Say you change lighting in one area but don't wanna wait for the whole map to light,
The Following User Says Thank You to Sgt Frag For This Useful Post: