Black mesa maps wont compile

so i am getting into making maps for Black mesa so when i went to test the map the game opened and loaded but the map did not open then i saw in the console that the game could not find the map so if anyone can help me please (i am new here so i have no idea where to post this sorry if its in the wrong place and sould i post the log)

Posting your compile log would be a good place to start. I’d also recommend that you ensure that your compiled maps are being placed directly in C:/Program Files (x86)/Steam/steamapps/common/Black Mesa/bms/maps. If the maps are being put in any subfolders within the “maps” directory, then the game won’t be able to load them via console.

** Executing…
** Command: “c:\Program Files (x86)\steam\steamapps\cathal\sourcesdk\bin\source2007\bin\vbsp.exe”
** Parameters: -game “c:\Program Files (x86)\steam\steamapps\sourcemods\BMS” “C:\Program Files (x86)\Steam\steamapps\sourcemods\BMS\maps\bm_test”

  • Could not execute the command:
    “c:\Program Files (x86)\steam\steamapps\cathal\sourcesdk\bin\source2007\bin\vbsp.exe” -game “c:\Program Files (x86)\steam\steamapps\sourcemods\BMS” “C:\Program Files (x86)\Steam\steamapps\sourcemods\BMS\maps\bm_test”
  • Windows gave the error message:
    “Access is denied.”

** Executing…
** Command: “c:\Program Files (x86)\steam\steamapps\cathal\sourcesdk\bin\source2007\bin\vvis.exe”
** Parameters: -game “c:\Program Files (x86)\steam\steamapps\sourcemods\BMS” “C:\Program Files (x86)\Steam\steamapps\sourcemods\BMS\maps\bm_test”

  • Could not execute the command:
    “c:\Program Files (x86)\steam\steamapps\cathal\sourcesdk\bin\source2007\bin\vvis.exe” -game “c:\Program Files (x86)\steam\steamapps\sourcemods\BMS” “C:\Program Files (x86)\Steam\steamapps\sourcemods\BMS\maps\bm_test”
  • Windows gave the error message:
    “Access is denied.”

** Executing…
** Command: “c:\Program Files (x86)\steam\steamapps\cathal\sourcesdk\bin\source2007\bin\vrad.exe”
** Parameters: -game “c:\Program Files (x86)\steam\steamapps\sourcemods\BMS” “C:\Program Files (x86)\Steam\steamapps\sourcemods\BMS\maps\bm_test”

  • Could not execute the command:
    “c:\Program Files (x86)\steam\steamapps\cathal\sourcesdk\bin\source2007\bin\vrad.exe” -game “c:\Program Files (x86)\steam\steamapps\sourcemods\BMS” “C:\Program Files (x86)\Steam\steamapps\sourcemods\BMS\maps\bm_test”
  • Windows gave the error message:
    “Access is denied.”

** Executing…
** Command: Copy File
** Parameters: “C:\Program Files (x86)\Steam\steamapps\sourcemods\BMS\maps\bm_test.bsp” “c:\Program Files (x86)\steam\steamapps\sourcemods\BMS\maps\bm_test.bsp”

** Executing…
** Command: C:\Program Files (x86)\Steam\steam.exe
** Parameters: -applaunch 218 -game “c:\Program Files (x86)\steam\steamapps\sourcemods\BMS” +map “bm_test”

i am useing the mod not the one you get off steam

First, make sure that all your tools are still in the correct folders (i.e. make sure that vvis and the other build programs are still in the folders that you set them to). You also might want to make sure that you have access to all the necessary folders- your game might have been installed in a “read only” directory (although I’m pretty sure Program Files (x86) is usually read-write, but it wouldn’t hurt to check).

so i went in to my steamapps folder but in there there was no folder called cathal so i supose thats whats worng and if its how do i fix this

You might find the guides helpful. https://developer.valvesoftware.com/wiki/Your_First_Map

Thanks red

looking at the compile it looks like your making a map for the BMS mod not the retail game if this is the case then make sure you have installed Source SDK and the Source SDK 2007 Base run both programs to make sure the file are installed then follow this https://developer.valvesoftware.com/wiki/Hammer_Manual_Configuration to set up Hammer for the bms mod using the compile tools "VBSP VVIS and VRAD which will be in steamapps\common\SourceSDK\bin\source2007\bin :slight_smile: your mapping should then compile fine so long as you don’t have leaks or errors in them :slight_smile:

so i did that but in the console it says

Spawn Server: bm_test
Host_EndGame: Map coordinate extents are too large!!
Check for errors!

and heres the log

** Executing…
** Command: “C:\Program Files (x86)\Steam\steamapps\common\sourcesdk\bin\source2007\bin\vbsp.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\steamapps\sourcemods\BMS” “C:\Program Files (x86)\Steam\steamapps\sourcemods\BMS\maps\bm_test”

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\sourcemods\BMS\materials
Loading C:\Program Files (x86)\Steam\steamapps\sourcemods\BMS\maps\bm_test.vmf
Brush 17: bounds out of range
fixing up env_cubemap materials on brush sides…
ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (0)
ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (0)
Processing areas…done (0)
Building Faces…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (0)
writing C:\Program Files (x86)\Steam\steamapps\sourcemods\BMS\maps\bm_test.prt…Building visibility clusters…
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_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_day01_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
Building Physics collision data…
done (0) (2358 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 6 texinfos to 4
Reduced 2 texdatas to 2 (60 bytes to 60)
Writing C:\Program Files (x86)\Steam\steamapps\sourcemods\BMS\maps\bm_test.bsp
0 seconds elapsed

** Executing…
** Command: “C:\Program Files (x86)\Steam\steamapps\common\sourcesdk\bin\source2007\bin\vvis.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\steamapps\sourcemods\BMS” “C:\Program Files (x86)\Steam\steamapps\sourcemods\BMS\maps\bm_test”

Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\program files (x86)\steam\steamapps\sourcemods\bms\maps\bm_test.bsp
reading c:\program files (x86)\steam\steamapps\sourcemods\bms\maps\bm_test.prt
4 portalclusters
4 numportals
BasePortalVis: 0…1…2…3…4…5…6…7…8…9…10 (0)
PortalFlow: 0…1…2…3…4…5…6…7…8…9…10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 16
Average clusters visible: 4
Building PAS…
Average clusters audible: 4
visdatasize:44 compressed from 64
writing c:\program files (x86)\steam\steamapps\sourcemods\bms\maps\bm_test.bsp
0 seconds elapsed

** Executing…
** Command: “C:\Program Files (x86)\Steam\steamapps\common\sourcesdk\bin\source2007\bin\vrad.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\steamapps\sourcemods\BMS” “C:\Program Files (x86)\Steam\steamapps\sourcemods\BMS\maps\bm_test”

Valve Software - vrad.exe SSE (May 19 2009)

  Valve Radiosity Simulator     

2 threads
[Reading texlights from ‘lights.rad’]
[48 texlights parsed from ‘lights.rad’]

Loading c:\program files (x86)\steam\steamapps\sourcemods\bms\maps\bm_test.bsp
Setting up ray-trace acceleration structure… Done (0.01 seconds)
16 faces
9102 square feet [1310720.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
16 patches before subdivision
1456 patches after subdivision
0 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (0)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (0)
transfers 135144, max 207
transfer lists: 1.0 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.0008 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (0)
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 (0)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 1/1024 48/49152 ( 0.1%)
brushes 7/8192 84/98304 ( 0.1%)
brushsides 46/65536 368/524288 ( 0.1%)
planes 82/65536 1640/1310720 ( 0.1%)
vertexes 40/65536 480/786432 ( 0.1%)
nodes 29/65536 928/2097152 ( 0.0%)
texinfos 4/12288 288/884736 ( 0.0%)
texdata 2/2048 64/65536 ( 0.1%)
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 16/65536 896/3670016 ( 0.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6/65536 336/3670016 ( 0.0%)
leaves 31/65536 992/2097152 ( 0.0%)
leaffaces 16/65536 32/131072 ( 0.0%)
leafbrushes 16/65536 32/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 88/512000 352/2048000 ( 0.0%)
edges 57/256000 228/1024000 ( 0.0%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 22912/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 44/16777216 ( 0.0%)
entdata [variable] 864/393216 ( 0.2%)
LDR ambient table 31/65536 124/262144 ( 0.0%)
HDR ambient table 31/65536 124/262144 ( 0.0%)
LDR leaf ambient 4/65536 112/1835008 ( 0.0%)
HDR leaf ambient 31/65536 868/1835008 ( 0.0%)
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] 1/12 ( 8.3%)
pakfile [variable] 105659/0 ( 0.0%)
physics [variable] 2358/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 32
Writing c:\program files (x86)\steam\steamapps\sourcemods\bms\maps\bm_test.bsp
0 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Program Files (x86)\Steam\steamapps\sourcemods\BMS\maps\bm_test.bsp” “C:\Program Files (x86)\Steam\steamapps\sourcemods\BMS\maps\bm_test.bsp”

** Executing…
** Command: C:\Program Files (x86)\Steam\steam.exe
** Parameters: -applaunch 218 -game “C:\Program Files (x86)\Steam\steamapps\sourcemods\BMS” -toconsole -dev -console +sv_lan 1 +map “bm_test”

And thanks for your help so far

Found another person who seems to have had the same problem as you on the Steam forums, and here’s what the response was:

Click Map -> Map Properties. Does the entire grid get selected?

You may also try copy and pasting the entire level into a new VMF. Sometimes a VMF can get corrupt if you’ve done some strange editing to it. Mostly common with new designers.

If you copy and paste the entire level, select it and press CTRL+C to copy it. Then open a new file and press CTRL+SHIFT+V to paste special. Use all default options and it will paste the level in the same location.

The original thread can be found here.

Why not just buy the game if you’re going to make maps for it?

Then loadup Hammer in the SteamApps\common\Black Mesa\bin folder.

Well i tried that and it did not compile so ya i have no idea
heres the log

** Executing…
** Command: “C:\Program Files (x86)\Steam\steamapps\common\sourcesdk\bin\source2007\bin\vbsp.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\steamapps\sourcemods\BMS” “C:\Program Files (x86)\Steam\steamapps\sourcemods\BMS\maps\bm_test3”

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\sourcemods\BMS\materials
Loading C:\Program Files (x86)\Steam\steamapps\sourcemods\BMS\maps\bm_test3.vmf
fixing up env_cubemap materials on brush sides…
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_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_day01_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
Building Physics collision data…
done (0) (16 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10

** Executing…
** Command: “C:\Program Files (x86)\Steam\steamapps\common\sourcesdk\bin\source2007\bin\vvis.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\steamapps\sourcemods\BMS” “C:\Program Files (x86)\Steam\steamapps\sourcemods\BMS\maps\bm_test3”

Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\program files (x86)\steam\steamapps\sourcemods\bms\maps\bm_test3.bsp
Error opening c:\program files (x86)\steam\steamapps\sourcemods\bms\maps\bm_test3.bsp

** Executing…
** Command: “C:\Program Files (x86)\Steam\steamapps\common\sourcesdk\bin\source2007\bin\vrad.exe”
** Parameters: -game “C:\Program Files (x86)\Steam\steamapps\sourcemods\BMS” “C:\Program Files (x86)\Steam\steamapps\sourcemods\BMS\maps\bm_test3”

Valve Software - vrad.exe SSE (May 19 2009)

  Valve Radiosity Simulator     

2 threads
[Reading texlights from ‘lights.rad’]
[48 texlights parsed from ‘lights.rad’]

Loading c:\program files (x86)\steam\steamapps\sourcemods\bms\maps\bm_test3.bsp
Error opening c:\program files (x86)\steam\steamapps\sourcemods\bms\maps\bm_test3.bsp

** Executing…
** Command: Copy File
** Parameters: “C:\Program Files (x86)\Steam\steamapps\sourcemods\BMS\maps\bm_test3.bsp” “C:\Program Files (x86)\Steam\steamapps\sourcemods\BMS\maps\bm_test3.bsp”

** Executing…
** Command: C:\Program Files (x86)\Steam\steam.exe
** Parameters: -applaunch 218 -game “C:\Program Files (x86)\Steam\steamapps\sourcemods\BMS” -toconsole -dev -console +sv_lan 1 +map “bm_test3”

paying 20 Euro for a game that i have and its free i would spend it on portal 2 or something

or sould i give up on my deams of making maps for black mesa and make them for… TF2 but i dont really like TF2 :frowning:

According to a forum thread on setting up Hammer for the mod version of BM, source SDK 2007 no longer works. If you want to make maps for the Legacy Version, you’ll need to install Source SDK 2013. The thread I linked you to should contain instructions on getting BM Hammer to work with Source SDK 2013, but we’ll stick around in case you need any more assistance.

Your map isn’t successfully completing VBSP. Notice it doesn’t get passed to VVIS or VRAD.

This suggests you are doing something invalid with brushes, which is bad enough that VBSP doesn’t even spit you an error. This is backed up by the fact that you were getting some weird coordinate errors in your first compile log.

Make sure all your brushwork is valid, and you aren’t doing anything too crazy with it. Or post the vmf here and I can check it out for you, it’s probably something fairly simple.

Accidentally texturing displacements w/ nodraw or accidentally tying them to a brush ent often trip me up. Also overlays going over crazy brushwork.

Ok here are the maps the first one is the one that did compile but bm_test3 is just a copy and that did not compile
https://drive.google.com/drive/folders/0BzG8bTp4WMZxT1Q3SW52UmM5Rm8

your bm_test3.vmf as empty , but i got the other vmx to compile , If you look in SourceSDK/BIN/Source2007?bin you should see a file called GameConfig.txt open that in notepad++ and check to see if your config looks te same as this but matches your directory setup :slight_smile:

"BM mod" { "GameDir" "C:\Steam\steamapps\sourcemods\blackmesa" "hammer" { "GameData0" "C:\Steam\steamapps\sourcemods\blackmesa\bms.fgd" "TextureFormat" "5" "MapFormat" "4" "DefaultTextureScale" "0.250000" "DefaultLightmapScale" "16" "GameExe" "C:\Steam\steamapps\common\Source SDK Base 2007\hl2.exe" "DefaultSolidEntity" "func_detail" "DefaultPointEntity" "info_player_start" "BSP" "C:\Steam\steamapps\common\SourceSDK\bin\source2007\bin\vbsp.exe" "Vis" "C:\Steam\steamapps\common\SourceSDK\bin\source2007\bin\vvis.exe" "Light" "C:\Steam\steamapps\common\SourceSDK\bin\source2007\bin\vrad.exe" "GameExeDir" "C:\Steam\steamapps\common\Source SDK Base 2013 Singleplayer" "MapDir" "C:\Steam\steamapps\sourcemods\blackmesa\mapsrc" "BSPDir" "C:\Steam\steamapps\sourcemods\blackmesa\maps" "CordonTexture" "tools/toolsskybox" "MaterialExcludeCount" "0" } }

ya i need to download SDK 2013

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.