Skybox makes map all black

Hi5TBone

L1: Registered
May 28, 2015
41
57
For all the from-scratch maps I've worked on, every time I put a skybox around everything, compile and run it up and spawn, I appear in a black void. Pure black, cannot move, cannot switch weapons.

Going into noclip and exploring a bit in-game leads me to the skybox, with nothing in it.

I have light_env, env_sun, shadow.control, tonemap_ctrl, and fog.controller entities all in there.

Without a skybox, it seems to work just fine. (Y'know, besides the sky missing...)
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Check the compile log; is there anything that looks like an error?
 

Another Bad Pun

In the shadows, he saw four eyes lit by fire
aa
Jan 15, 2011
801
1,845
Leaks usually always destroy the lighting on your map. Try to look for any hole you can, fix it, and see if there's still an issue.
 

iiboharz

eternally tired
aa
Nov 5, 2014
857
1,291
Just a heads up - leaks aren't always necessarily holes into the void, though they are the most common. As Not You suggested, plop your compile log into there and see what comes up.
 

Hi5TBone

L1: Registered
May 28, 2015
41
57
This is pretty dumb, but have you been making that skybox hollow?

I make a big box around my map, set the tools texture to skybox, then, well, hit enter.

Post some screenshots of what you see so we know what is going on and how we can fix it.


60265FD3E13BF4197CDD42170BFB2F7091C33DD4



Yes, I disabled my HUD.
There's one more, but it's literally all black, no point in uploading.
I spawn in the blackness go into noclip, and find this after some blindly exploring.
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
I make a big box around my map, set the tools texture to skybox, then, well, hit enter.
Wait, so you just put your map inside a huge skybox brush? Or is it inside a hollow skybox box?
 

henke37

aa
Sep 23, 2011
2,075
515
I hate to be that guy, but you did check that you have spawn points, right?
 

Hi5TBone

L1: Registered
May 28, 2015
41
57
Also post some .vmf screenshots so we know what was built incorrectly

click me

click me too


Wait, so you just put your map inside a huge skybox brush? Or is it inside a hollow skybox box?

It's inside a skybox brush, yes. I don't know what a hollow skybox is so it could be that. I try to make the skybox as close as to the map as possible without anything being outside of it.


Post the compile log here and I'll have a look at it.

Here:
** 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:\Users\tbone\Desktop\TF2 Mapping\trade_spooky\trade_spooky_a1.vmf"

Valve Software - vbsp.exe (Jun 27 2016)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\tbone\Desktop\TF2 Mapping\trade_spooky\trade_spooky_a1.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_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_hydro_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) (3919 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 19 texinfos to 12
Reduced 4 texdatas to 4 (95 bytes to 95)
Writing C:\Users\tbone\Desktop\TF2 Mapping\trade_spooky\trade_spooky_a1.bsp
Wrote ZIP buffer, estimated size 529485, actual size 528199
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\tbone\Desktop\TF2 Mapping\trade_spooky\trade_spooky_a1"

Valve Software - vvis.exe (Jun 27 2016)
8 threads
reading c:\users\tbone\desktop\tf2 mapping\trade_spooky\trade_spooky_a1.bsp
reading c:\users\tbone\desktop\tf2 mapping\trade_spooky\trade_spooky_a1.prt
LoadPortals: couldn't read c:\users\tbone\desktop\tf2 mapping\trade_spooky\trade_spooky_a1.prt


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\tbone\Desktop\TF2 Mapping\trade_spooky\trade_spooky_a1"

Valve Software - vrad.exe SSE (Jun 27 2016)

Valve Radiosity Simulator
8 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\users\tbone\desktop\tf2 mapping\trade_spooky\trade_spooky_a1.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.00 seconds)
80 faces
365523 square feet [52635440.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.087156
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0000 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 (4)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 7/1024 336/49152 ( 0.7%)
brushes 10/8192 120/98304 ( 0.1%)
brushsides 64/65536 512/524288 ( 0.1%)
planes 136/65536 2720/1310720 ( 0.2%)
vertexes 97/65536 1164/786432 ( 0.1%)
nodes 111/65536 3552/2097152 ( 0.2%)
texinfos 12/12288 864/884736 ( 0.1%)
texdata 4/2048 128/65536 ( 0.2%)
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 80/65536 4480/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 42/65536 2352/3670016 ( 0.1%)
leaves 119/65536 3808/2097152 ( 0.2%)
leaffaces 82/65536 164/131072 ( 0.1%)
leafbrushes 21/65536 42/131072 ( 0.0%)
areas 1/256 8/2048 ( 0.4%)
surfedges 492/512000 1968/2048000 ( 0.1%)
edges 247/256000 988/1024000 ( 0.1%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 2/32768 20/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 24/65536 48/131072 ( 0.0%)
cubemapsamples 4/1024 64/16384 ( 0.4%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 0/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 19554/393216 ( 5.0%)
LDR ambient table 119/65536 476/262144 ( 0.2%)
HDR ambient table 119/65536 476/262144 ( 0.2%)
LDR leaf ambient 791/65536 22148/1835008 ( 1.2%)
HDR leaf ambient 119/65536 3332/1835008 ( 0.2%)
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] 528199/0 ( 0.0%)
physics [variable] 3919/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 164
Writing c:\users\tbone\desktop\tf2 mapping\trade_spooky\trade_spooky_a1.bsp
4 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\tbone\Desktop\TF2 Mapping\trade_spooky\trade_spooky_a1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\trade_spooky_a1.bsp"

I picked out a random project of mine, considering that this problem happens everytime I try to make something.


I hate to be that guy, but you did check that you have spawn points, right?

info_player_teamspawns for each team, yes.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Yeah, you have the map enclosed by one giant brush, so it'll crap the bed. Make your skybox out of separate brushes instead of one giant brush.