Can't find skybox to build cubemaps?

static2601

L2: Junior Member
Nov 4, 2010
79
4
i always get this error when trying to buildcubemaps in the map. I compiled the 2fort map after adding a few brushes and it won't buildcubemaps. So, I extracted the skybox sky_tf2_04 and hdr to my materials\skybox folder, recompiled on hdr and it still wont build. Please help. What can I do? I've also tried mat_specular 0 before and after building. And I can't ignore it because it doesn't look right.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
The skybox-related console errors are normal and don't affect anything, although I don't remember why that happens. The proper procedure for building cubemaps is mat_specular 0; buildcubemaps; mat_specular 1; and, if you want to see your changes immediately, disconnect; mat_reloadallmaterials; map mapname.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
It can't find the skybox texture? This is normal, I think thats just a typical error that can be ignored.

But besides that, the way you describe it, you sound like your building cubemaps wrong.

The commands are
mat_specular 0
buildcubemaps
mat_specular 1
disconnect
sv_cheats 1
mat_reloadallmaterials
map -your map here-

when you get back into your map, they'll be all built

EDIT: Ninja'd by Seba ...
 

static2601

L2: Junior Member
Nov 4, 2010
79
4
Ok, i just noticed a big lighting difference, when you spawn on 2fort, the corner is alot darker then the original. i could provide a pic if youd like. but from my experience, its from lightmapping being too low on too many surfaces. but i think that might explain why my friend kept saying it looked washed out. any ideas?
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
It's most likely the compile options you used rather than the lightmap size; sdk_ctf_2fort.vmf is, AFAIK, pretty accurate to the version Valve worked on.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Yeah, you might need to use a "final" compile setting to get the lighting right; it might use more light bounces, which would account for more ambient light reflected into dark corners.

You will also, eventually, need to add -staticproplighting -staticproppolys to your light_exe parameters so the lighting on props and shadows under them are as detailed as possible.
 

tyler

aa
Sep 11, 2013
5,102
4,621
The reason it can't build cubemaps or whatever is because TF2 skies are rectangular and for the engine to build them automatically they need to be, well, a cube.