Cubemaps not solving the purple check

Ginger

L4: Comfortable Member
Jun 29, 2010
151
56
Hey guys, this is my complile log, i put it into the interlopers thing, but didnt understand their solution
** Executing...
** Command: "c:\program files\steam\steamapps\thegingerkiwi\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\thegingerkiwi\team fortress 2\tf" "C:\Program Files\Steam\steamapps\thegingerkiwi\sourcesdk_content\tf\mapsrc\koth_building3.vmf"

Valve Software - vbsp.exe (Jul 7 2010)
3 threads
materialPath: c:\program files\steam\steamapps\thegingerkiwi\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\thegingerkiwi\sourcesdk_content\tf\mapsrc\koth_building3.vmf
Patching WVT material: maps/koth_building3/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 (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\Steam\steamapps\thegingerkiwi\sourcesdk_content\tf\mapsrc\koth_building3.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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 (0) (19237 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 55 texinfos to 31
Reduced 11 texdatas to 9 (367 bytes to 324)
Writing C:\Program Files\Steam\steamapps\thegingerkiwi\sourcesdk_content\tf\mapsrc\koth_building3.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\thegingerkiwi\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\thegingerkiwi\team fortress 2\tf" "C:\Program Files\Steam\steamapps\thegingerkiwi\sourcesdk_content\tf\mapsrc\koth_building3"

Valve Software - vvis.exe (Jul 7 2010)
3 threads
reading c:\program files\steam\steamapps\thegingerkiwi\sourcesdk_content\tf\mapsrc\koth_building3.bsp
reading c:\program files\steam\steamapps\thegingerkiwi\sourcesdk_content\tf\mapsrc\koth_building3.prt
98 portalclusters
258 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: 2 visible clusters (0.00%)
Total clusters visible: 6468
Average clusters visible: 66
Building PAS...
Average clusters audible: 98
visdatasize:3333 compressed from 3136
writing c:\program files\steam\steamapps\thegingerkiwi\sourcesdk_content\tf\mapsrc\koth_building3.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\thegingerkiwi\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -both -game "c:\program files\steam\steamapps\thegingerkiwi\team fortress 2\tf" "C:\Program Files\Steam\steamapps\thegingerkiwi\sourcesdk_content\tf\mapsrc\koth_building3"

Valve Software - vrad.exe SSE (Jul 7 2010)

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

Loading c:\program files\steam\steamapps\thegingerkiwi\sourcesdk_content\tf\mapsrc\koth_building3.bsp
Setting up ray-trace acceleration structure... Done (0.05 seconds)
379 faces
198941 square feet [28647614.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
379 patches before subdivision
8959 patches after subdivision
sun extent from map=0.000000
sun extent from map=0.000000
sun extent from map=0.000000
4 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 254014, max 289
transfer lists: 1.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(14371, 22147, 23473)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(1230, 2088, 2380)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(90, 210, 294)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(9, 24, 40)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1, 3, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(0, 0, 1)
Build Patch/Sample Hash Table(s).....Done<0.0076 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (1)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 7/1024 336/49152 ( 0.7%)
brushes 45/8192 540/98304 ( 0.5%)
brushsides 293/65536 2344/524288 ( 0.4%)
planes 230/65536 4600/1310720 ( 0.4%)
vertexes 510/65536 6120/786432 ( 0.8%)
nodes 245/65536 7840/2097152 ( 0.4%)
texinfos 31/12288 2232/884736 ( 0.3%)
texdata 9/2048 288/65536 ( 0.4%)
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 379/65536 21224/3670016 ( 0.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 164/65536 9184/3670016 ( 0.3%)
leaves 253/65536 8096/2097152 ( 0.4%)
leaffaces 394/65536 788/131072 ( 0.6%)
leafbrushes 118/65536 236/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 2448/512000 9792/2048000 ( 0.5%)
edges 1432/256000 5728/1024000 ( 0.6%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 43/32768 430/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 543/65536 1086/131072 ( 0.8%)
cubemapsamples 3/1024 48/16384 ( 0.3%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 209708/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 3333/16777216 ( 0.0%)
entdata [variable] 7326/393216 ( 1.9%)
LDR ambient table 253/65536 1012/262144 ( 0.4%)
HDR ambient table 253/65536 1012/262144 ( 0.4%)
LDR leaf ambient 1201/65536 33628/1835008 ( 1.8%)
HDR leaf ambient 253/65536 7084/1835008 ( 0.4%)
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] 1/280 ( 0.4%)
pakfile [variable] 1428/0 ( 0.0%)
physics [variable] 19237/4194304 ( 0.5%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 1020
Writing c:\program files\steam\steamapps\thegingerkiwi\sourcesdk_content\tf\mapsrc\koth_building3.bsp
6 seconds elapsed
Valve Software - vrad.exe SSE (Jul 7 2010)

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

Loading c:\program files\steam\steamapps\thegingerkiwi\sourcesdk_content\tf\mapsrc\koth_building3.bsp
Setting up ray-trace acceleration structure... Done (0.05 seconds)
379 faces
198941 square feet [28647614.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
379 patches before subdivision
8959 patches after subdivision
sun extent from map=0.000000
sun extent from map=0.000000
sun extent from map=0.000000
4 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 254014, max 289
transfer lists: 1.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(14371, 22147, 23473)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1230, 2088, 2380)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(90, 210, 294)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(9, 24, 40)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1, 3, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(0, 0, 1)
Build Patch/Sample Hash Table(s).....Done<0.0079 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
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 (2)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 7/1024 336/49152 ( 0.7%)
brushes 45/8192 540/98304 ( 0.5%)
brushsides 293/65536 2344/524288 ( 0.4%)
planes 230/65536 4600/1310720 ( 0.4%)
vertexes 510/65536 6120/786432 ( 0.8%)
nodes 245/65536 7840/2097152 ( 0.4%)
texinfos 31/12288 2232/884736 ( 0.3%)
texdata 9/2048 288/65536 ( 0.4%)
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 379/65536 21224/3670016 ( 0.6%)
hdr faces 379/65536 21224/3670016 ( 0.6%)
origfaces 164/65536 9184/3670016 ( 0.3%)
leaves 253/65536 8096/2097152 ( 0.4%)
leaffaces 394/65536 788/131072 ( 0.6%)
leafbrushes 118/65536 236/131072 ( 0.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 2448/512000 9792/2048000 ( 0.5%)
edges 1432/256000 5728/1024000 ( 0.6%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 2/8192 176/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 43/32768 430/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 543/65536 1086/131072 ( 0.8%)
cubemapsamples 3/1024 48/16384 ( 0.3%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 209708/0 ( 0.0%)
HDR lightdata [variable] 209708/0 ( 0.0%)
visdata [variable] 3333/16777216 ( 0.0%)
entdata [variable] 7326/393216 ( 1.9%)
LDR ambient table 253/65536 1012/262144 ( 0.4%)
HDR ambient table 253/65536 1012/262144 ( 0.4%)
LDR leaf ambient 1201/65536 33628/1835008 ( 1.8%)
HDR leaf ambient 1201/65536 33628/1835008 ( 1.8%)
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] 1/280 ( 0.4%)
pakfile [variable] 1428/0 ( 0.0%)
physics [variable] 19237/4194304 ( 0.5%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 1020
Writing c:\program files\steam\steamapps\thegingerkiwi\sourcesdk_content\tf\mapsrc\koth_building3.bsp
6 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\thegingerkiwi\sourcesdk_content\tf\mapsrc\koth_building3.bsp" "c:\program files\steam\steamapps\thegingerkiwi\team fortress 2\tf\maps\koth_building3.bsp"

Sorry for long post :D
 

littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
First off, why is vrad run twice in that compile log?

Secondly, did you do the following: placed env_cubemap entities in your map 64 units above the groun. In-game, without loading the map, typed into console 'mat_specular 0' then went into your map and typed 'buildcubemaps.' You should see a bunch of screenshots scroll through. Then disconnect, 'mat_specular 1' and quit.
 

Ginger

L4: Comfortable Member
Jun 29, 2010
151
56
Ill try that
 

Ginger

L4: Comfortable Member
Jun 29, 2010
151
56
Dw, sorted it, can a addy close this? I can tell it's gonna get loud