Problem with skybox

DataTraveler

L1: Registered
Aug 28, 2009
29
1
I don't think that it's compile error probably I just making little mistake somewhere
Code:
** Executing...
** Command: "c:\program files\steam\steamapps\martynasjurkus\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\martynasjurkus\team fortress 2\tf" "c:\program files\steam\steamapps\martynasjurkus\sourcesdk_content\tf\mapsrc\ctf_stotis_a06"

Valve Software - vbsp.exe (May 19 2009)
4 threads
materialPath: c:\program files\steam\steamapps\martynasjurkus\team fortress 2\tf\materials
Loading c:\program files\steam\steamapps\martynasjurkus\sourcesdk_content\tf\mapsrc\ctf_stotis_a06.vmf
Patching WVT material: maps/ctf_stotis_a06/dev/dev_blendmeasure2_wvt_patch
Patching WVT material: maps/ctf_stotis_a06/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****
Entity func_tracktrain (-4592.00 768.00 96.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1344.0 3072.0 -64.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1856.0 3072.0 -64.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0 3072.0 -168.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0 3072.0 128.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1472.0 3072.0 320.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1984.0 3072.0 320.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0 3072.0 832.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1536.0 3072.0 1320.0)
Leaf 0 contents: CONTENTS_SOLID 
Leaf 1 contents: 
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID 
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID 
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID 
Candidate brush IDs: 

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 42 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_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) (423653 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 419 texinfos to 283
Reduced 58 texdatas to 54 (1587 bytes to 1504)
Writing c:\program files\steam\steamapps\martynasjurkus\sourcesdk_content\tf\mapsrc\ctf_stotis_a06.bsp
7 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\martynasjurkus\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\martynasjurkus\team fortress 2\tf" "c:\program files\steam\steamapps\martynasjurkus\sourcesdk_content\tf\mapsrc\ctf_stotis_a06"

Valve Software - vvis.exe (May 19 2009)
4 threads
reading c:\program files\steam\steamapps\martynasjurkus\sourcesdk_content\tf\mapsrc\ctf_stotis_a06.bsp
reading c:\program files\steam\steamapps\martynasjurkus\sourcesdk_content\tf\mapsrc\ctf_stotis_a06.prt
LoadPortals: couldn't read c:\program files\steam\steamapps\martynasjurkus\sourcesdk_content\tf\mapsrc\ctf_stotis_a06.prt


** Executing...
** Command: "c:\program files\steam\steamapps\martynasjurkus\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\martynasjurkus\team fortress 2\tf" "c:\program files\steam\steamapps\martynasjurkus\sourcesdk_content\tf\mapsrc\ctf_stotis_a06"

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

      Valve Radiosity Simulator     
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\martynasjurkus\sourcesdk_content\tf\mapsrc\ctf_stotis_a06.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (1.53 seconds)
5215 faces
47 degenerate faces
1040227 square feet [149792784.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
95 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (90)
Build Patch/Sample Hash Table(s).....Done<0.0477 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (13)
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 (95)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  37/1024         1776/49152    ( 3.6%) 
brushes               1166/8192        13992/98304    (14.2%) 
brushsides            7941/65536       63528/524288   (12.1%) 
planes                3016/65536       60320/1310720  ( 4.6%) 
vertexes              8823/65536      105876/786432   (13.5%) 
nodes                 2732/65536       87424/2097152  ( 4.2%) 
texinfos               283/12288       20376/884736   ( 2.3%) 
texdata                 54/2048         1728/65536    ( 2.6%) 
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                 5215/65536      292040/3670016  ( 8.0%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             3499/65536      195944/3670016  ( 5.3%) 
leaves                2770/65536       88640/2097152  ( 4.2%) 
leaffaces             5760/65536       11520/131072   ( 8.8%) 
leafbrushes           1967/65536        3934/131072   ( 3.0%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges            40147/512000     160588/2048000  ( 7.8%) 
edges                24257/256000      97028/1024000  ( 9.5%) 
LDR worldlights         95/8192         8360/720896   ( 1.2%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips            543/32768        5430/327680   ( 1.7%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         11013/65536       22026/131072   (16.8%) 
cubemapsamples          42/1024          672/16384    ( 4.1%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     4088848/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]       49724/393216   (12.6%) 
LDR ambient table     2770/65536       11080/262144   ( 4.2%) 
HDR ambient table     2770/65536       11080/262144   ( 4.2%) 
LDR leaf ambient     16238/65536      454664/1835008  (24.8%) 
HDR leaf ambient      2770/65536       77560/1835008  ( 4.2%) 
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]           1/16952    ( 0.0%) 
pakfile               [variable]        3560/0        ( 0.0%) 
physics               [variable]      423653/4194304  (10.1%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 15734
Writing c:\program files\steam\steamapps\martynasjurkus\sourcesdk_content\tf\mapsrc\ctf_stotis_a06.bsp
3 minutes, 19 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\program files\steam\steamapps\martynasjurkus\sourcesdk_content\tf\mapsrc\ctf_stotis_a06.bsp" "c:\program files\steam\steamapps\martynasjurkus\team fortress 2\tf\maps\ctf_stotis_a06.bsp"


** Executing...
** Command: "c:\program files\steam\steamapps\martynasjurkus\team fortress 2\hl2.exe"
** Parameters: -dev -console -allowdebug -game "c:\program files\steam\steamapps\martynasjurkus\team fortress 2\tf" +map "ctf_stotis_a06"
 
Feb 18, 2009
640
629
I had this problem before. I think you have to put a skybox textured brush around the area that you can see. Also, I can tell it is part of a map in early stages, but you could probably fix that by moving the skybox brush away from the play area, and having a different means of stopping players going out of bounds (a big wall or building usually works, or a cliff face or something).
 

Nutomic

L11: Posh Member
Feb 7, 2009
888
177
Do you even have a 3d-skybox?

Oh and the skybox texture doesnt cut vis, which means you can see through it, and faces at the void are ignored, no error at all. Put a wall there.
 

Aki

L4: Comfortable Member
Nov 2, 2009
155
8
Fix your leaks. Almost nothing works with leaks. That may or may not be a fix to the skybox issue, but I'd resolve the leaks first because I know from experience they screw a lot of disparate things up.
 

DataTraveler

L1: Registered
Aug 28, 2009
29
1
No leaks in my map becouse lights work just fine. Actually everything works fine. And thanks Mick-a-nator I will try to do that you said.
 

Drexer

L2: Junior Member
Jun 23, 2009
66
42
No leaks in my map becouse lights work just fine. Actually everything works fine. And thanks Mick-a-nator I will try to do that you said.

Then what is this?

Compile Log said:
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
**** leaked ****

Just compile your map once more without launching the game, and after it has compiled, go to 'Map' and select 'Load Pointfile' it should ask you if you want the default, say yes. Look for the red line departing from an entity in the map both in 3d and 2d views and it will show you where the leak is. Repeat this until all leaks disappear.

Like it was said, fix your leaks before if you want to identify the problem more easily.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
...Oh and the skybox texture doesnt cut vis, which means you can see through it, and faces at the void are ignored, no error at all. Put a wall there.

This.

That structure will show through your skybox regardless of a leak or not. You will need to visually obstruct that part of the map. Either use a wall or a floor to cover it up.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Compile log said:
**** leaked ****
Entity func_tracktrain (-4592.00 768.00 96.00) leaked!
I beg to differ.

EDIT: oh wow, didn't notice the second page. /me dies