Explain this error please?

Lyzak

L2: Junior Member
Aug 17, 2010
75
1
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!

:(
 

Lyzak

L2: Junior Member
Aug 17, 2010
75
1
That "error that everyone gets" is preventing me from building cubemaps.

Console Log:

] sv_cheats 1
] mat_specular 0
Error: Material "___fillrate_0" uses unknown shader "FillRate"
Error: Material "___debugnormalmap_1" uses unknown shader "DebugNormalMap"
Error: Material "___debugdrawenvmapmask_2" uses unknown shader "DebugDrawEnvmapMask"
Error: Material "___debugdepth_3" uses unknown shader "DebugDepth"
Error: Material "___debugdepth_4" uses unknown shader "DebugDepth"
Error: Material "debug/debugluxels" uses unknown shader "DebugLuxels"
Redownloading all lightmaps
] buildcubemaps
Current mod isn't in a subdirectory of "game"!
*** Error: Skybox vtf files for sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file sky_goldrush_01 to build the default cubemap!
 

tyler

aa
Sep 11, 2013
5,102
4,621
Did you put env_cubemaps into your map?

That error has nothing to do with your inability to build cubemaps. It is something else. Possibly a leak.
 

Lyzak

L2: Junior Member
Aug 17, 2010
75
1
I didnt think you manually placed cubemaps into a TF2 map, I thought you used console commands to auto-make them.

And no, my map has no leaks. It has been sealed perfectly since ALPHA1 (I'm up to ALPHA7)
 

Zarokima

L69: Deviant Member
Aug 7, 2010
69
10
Yeah, you have to place env_cubemap entities manually, then run the console commands in-game to build them. That error is something everyone gets and can be safely ignored.

Also, when you build them, they won't show up right away. You'll have to load another map or quit TF2 (to clear the cache), then reload your map.
 

Lyzak

L2: Junior Member
Aug 17, 2010
75
1
Ok, how do I place the cubemaps... surely I can't simply just plop an Env_Cubemap entity anywhere, now can I? o_O
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
First, what the error means: in HL2 skyboxes had same size squares for all six faces, so they could be easily assembled into a "default" cubemap. TF2 has rectangles for the side faces, and usually a much smaller square for the bottom, so it can't do this. However, it doesn't matter because...

You place env_cubemap entities around your map, near highly reflective surfaces (chrome, tile floors) and one every so often either for each room or major area of contrast around player eye height. Then when you do buildcubemaps in the console the engine runs through every env_cubemap location and takes six screenshots to form the reflection map to be used by objects near that location. Once this is done, there is nothing that would use the default cubemap since real ones exist.
 

Attsy

L3: Member
Jan 31, 2010
110
29
All you need is one per room, 64 units above the ground.

My way of doing this is using an info_playerstart entity and grouping it together with the env_cubemap entity where the head is(should be 64 units). I then copy and paste them into each room, then go to entity report and filter for info_playerstart, which I delete.

Or you could just do em one by one, which ever you prefer.

Hope this helps!
 

Lyzak

L2: Junior Member
Aug 17, 2010
75
1
Thanks! That... quite obviously explains my inability to generate cubemaps.

Although I have one more questions... If a default cubemap reflects the sky, why do I get randomly assorted colored squares instead? I have a sky (although my compile log begs to differ), but instead I see various shades of blue, green, white, purple, yellow and more reflected on my objects... and it seems to change each time I load the map.. even if I didn't submit a new version!

Oops! Forgot- what about long, continuous bodies of water? (I have a small river in my map...)
 
Last edited:

Attsy

L3: Member
Jan 31, 2010
110
29
Ive never heard of the random colors before, but for water, I place a cubemap entity in the center, top, face of the water brush, open the cubemap properties, then where it says "Brush Faces", click the dropper icon and select the textured face of the water.
 

Lyzak

L2: Junior Member
Aug 17, 2010
75
1
Contrary to the posts on page one, everyone can't get this error, because this error is preventing me (or anyone else) from making cubemaps.

First off, when I got to the buildcubemaps command, it crashed my game... an "engine error" came up, and the screen was half-covered by a DEV_REFLECT50% texture wall. The error said: Problem figuring out outputdir for /Users/(computeraccount)/Library/Application Support/Steam/SteamApps/lyzak/team fortress 2/tf/materialsrc/maps/cp_stagnant_alpha7/c240_-4288_-320

The game crashes.

I got my friend to download the BSP and attempt to build the cubemaps on his pc (I'm on a mac, so perhaps that's why it crashed- I cant write to a bsp). He didn't crash. Instead, he got this string:




] sv_cheats 1
] mat_specular
"mat_specular" = "1"
- Enable/Disable specularity for perf testing. Will cause a material reload upon change.
] buildcubemaps
Current mod isn't in a subdirectory of "game"!
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*** Error: Skybox vtf files for sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file sky_goldrush_01 to build the default cubemap!
] mat_specular 1
] retry
Commencing connection retry to localhost:27015
Dropped Paul from server (Disconnect by user.)

Team Fortress
Map: cp_stagnant_alpha7
Players: 1 / 24
Build: 4317
Server Number: 1

No pure server whitelist. sv_pure = 0
Paul connected
Redownloading all lightmaps
Spawnpoint at (5151.49 7986.95 -544.00) is not clear.
Spawnpoint at (4532.13 7673.07 -544.00) is not clear.
Spawnpoint at (3809.50 7376.98 -544.00) is not clear.
Spawnpoint at (4119.38 8050.55 -320.00) is not clear.
Spawnpoint at (3775.60 8874.98 -384.00) is not clear.
Spawnpoint at (3373.95 8423.44 -514.57) is not clear.
Spawnpoint at (1200.00 7808.00 -368.00) is not clear.
Spawnpoint at (4145.02 8613.82 -551.24) is not clear.
Achievements disabled: cheats turned on in this app session.
] mat_reloadallmaterials
Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_goldrush_01rt)
Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_goldrush_01bk)
Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_goldrush_01lf)
Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_goldrush_01ft)
Redownloading all lightmaps
] sv_cheats 0
Spawnpoint at (5151.49 7986.95 -544.00) is not clear.
Spawnpoint at (4532.13 7673.07 -544.00) is not clear.
Spawnpoint at (3809.50 7376.98 -544.00) is not clear.
Spawnpoint at (4119.38 8050.55 -320.00) is not clear.
Spawnpoint at (3775.60 8874.98 -384.00) is not clear.
Spawnpoint at (3373.95 8423.44 -514.57) is not clear.
Spawnpoint at (1200.00 7808.00 -368.00) is not clear.
Spawnpoint at (4145.02 8613.82 -551.24) is not clear.


I should let you know, I am aware of my unclear spawnpoints, those are thanks to Spank's suggestion of using info_player_teamspawns to place cubemaps. I probably forgot to delete 8 of them...

But as for the rest, it all falls down to my stupid skybox texture again. If everyone got that error, we wouldn't have any custom maps with cubemaps...

It should also be noted that the default cubemap was "unable to be built," resulting in a strange multi-colored box reflection (purple, orange, red, yellow, green, blue....)
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Code:
mat_specular [b]0[/b]
buildcubemaps
mat_specular [b]1[/b]
disconnect
mat_reloadallmaterials
map mapname

That's the proper way of building cubemaps, although the mat_reloadallmaterials can be omitted, apparently. You simply typed 'mat_specular', which returned you the definition of the command. You must add a 0 at the end, then build cubemaps.
 

Lyzak

L2: Junior Member
Aug 17, 2010
75
1
I know that this is the correct way to build cubemaps... but it isn't working.

No, my map is not HDR compiled.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
The cubemaps have been built. Did you close out of TF2 afterward and reload the map later?
 

Lyzak

L2: Junior Member
Aug 17, 2010
75
1
What? My map has built cubemaps?

My friend said everything looked the same...
and my water still reflects strange colors
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Well, according to the console log up there you have built cubemaps. The only way to break them was to either rename the bsp file or to open it up and delete the cubemap file yourself.