[SOLVED] Skybox displacements appear differently in-game

FloofCollie

I really suck!
aa
Nov 5, 2016
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669
In Hammer, the displacement terrain in the 3D skybox is quite clearly lined up properly with the props (the props are even sunk into it a tiny bit), yet in-game it appears as though the props are floating above it.
20180423191325_1.jpg

hammerproblem1.png

Tried recompiling, same problem. Any ideas?
 

FloofCollie

I really suck!
aa
Nov 5, 2016
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669
Ran it through interlopers.net's compile log checker, which didn't find anything I wasn't already aware of.

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_cowbell_a2.vmf"
Valve Software - vbsp.exe (Mar 6 2018)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_cowbell_a2.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/koth_cowbell_a2/nature/blendgroundtograss001_wvt_patch
Patching WVT material: maps/koth_cowbell_a2/nature/blendgrassground002_wvt_patch
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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 434 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_cowbell_a2.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_granary_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_granary_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_granary_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_granary_01 to build the default cubemap!
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 (1) (206125 bytes)
Error! To use model "models/player/hwm/sniper.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/player/hwm/sniper.mdl"!
Error! To use model "models/player/hwm/pyro.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/player/hwm/pyro.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 344 texinfos to 183
Reduced 37 texdatas to 35 (846 bytes to 766)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_cowbell_a2.bsp
Wrote ZIP buffer, estimated size 1163, actual size 949
5 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_cowbell_a2.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_cowbell_a2.bsp"
 

FloofCollie

I really suck!
aa
Nov 5, 2016
600
669
So I've decompiled the map to work on it again and this problem still persists. I guess I'll have to manually offset either the props or the displacements and compile until they match?
 

FloofCollie

I really suck!
aa
Nov 5, 2016
600
669
Okay, nvm, now the props show up properly in the editor for some reason. I have no idea what caused this :p