HDR + Cubemaps Problem (Checkers)

TonyFox

L1: Registered
Jul 2, 2011
6
0
I compiled my map using -both to get both HDR and LDR. Afterward, I tried building cubemaps but I can't get them to work no matter what I try. I tried:

Code:
 mat_specular 0
 buildcubemaps
 mat_hdr_level 0
 map mapname
 buildcubemaps
 mat_hdr_level 2
 map mapname
 mat_specular 1

But that didn't work. Pink/black checkerboard on most surfaces both in HDR and LDR modes. I had a friend connect and it was the same for him, even after a mat_reloadallmaterials and game restart. I checked the .bsp with Pakrat and I do see cubemap files there. To be specific, I see files like so:

Code:
 wood_floor01_1062_-766_401.vmt
 sp_0.vhv
 sp_hdr_0.vhv
 c62_-940_65.hdr.vtf

There were no errors in the compile log, except for

Code:
*** Error: Skybox vtf files for skybox/sky_morningsnow_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_morningsnow_01 to build the default cubemap!

But that's never affected anything before. Also, the following error came up a bunch of times upon loading the map for the first time (before cubemaps were built), but it's gone now:

Code:
Failed, using default cubemap 'engine/defaultcubemap'

Anyone know what's up?
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
That's because you're doing it wrong. mat_reloadallmaterials doesn't really work (and your cached memory is still kept even after a game restart); if you're running -both to get lighting i suggest you use normal mode instead of advanced since you don't know what you're doing and just flag the HDR check box for a solid compile you know will work and then tackle advanced mode when you're ready for it (and actually need to use the advanced compile parameters).

http://forums.tf2maps.net/showpost.php?p=233147&postcount=12

EDIT: And you can ignore that console readout about the skybox. It's normal.
 
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TonyFox

L1: Registered
Jul 2, 2011
6
0
I was using Expert mode so I could use staticproplighting/polys and textureshadows.

Still doesn't work though. To help figure the problem out, here's everything relevant (keep in mind, I did rename the outputted bsp from ctf_skyrail.bsp to ctf_skyrail_b6.bsp, but BEFORE I did anything to it in TF2

Cubemap building console log: http://pastebin.com/XK2DPBaL
Compile log: http://pastebin.com/hWfX0xtx

Expert options for vbsp, vvis, vrad, copy are, in order:

Code:
-game $gamedir $path\$file

-game $gamedir $path\$file

-both -staticproplighting -staticproppolys -lights texlights.rad -textureshadows -game $gamedir $path\$file

$path\$file.bsp $bspdir\$file.bsp

Thanks for that cubemap building tutorial though! Every other tutorial out there seems to have slightly different instructions so I never knew which was the best.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
The cubemaps are set in an internal directory branch that uses the map name. IE cubemaps will be set to a directory using the name of the map when it was compiled.

At least i'm fairly certain this is the case (if it is not then only renaming after compiling cubemaps would be "bad"). Our resident entity guru ABS has run a couple contest events in the past and submissions were required to not have been renamed after a compile so i'm assuming this is the implication of doing otherwise.
 
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TonyFox

L1: Registered
Jul 2, 2011
6
0
Renaming maps (again, after compile, but before loading them up in TF2) has always worked for me before. Then again, I never used HDR before, although I don't know if that affects it at all.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Then maybe he was being overly cautious and wanted to make sure no one made the mistake of renaming a bsp post-cubemaps. If it's worked before with LDR it should work with HDR as well. It's the same process.

I generally don't do it because it's bad practice and only increases the amount of things that can go wrong.

After looking at your log "Warning: Redundant 'lights/blue001' def in 'lights.rad' AND 'texlights.rad'!" bothers me.

I suggest you start from the beginning running the map in normal mode without custom tex lights/custom rad file. If your compile works, then you know where you should focus your trouble shooting.

EDIT: First things first though, did you try the cubemap parameters i gave you?
 
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TonyFox

L1: Registered
Jul 2, 2011
6
0
Okay, cubemaps aren't working that way either.

EDIT: I just found out theyy're only not working for materials (mostly the manor wood and the red tile floor), they work just fine on player/weapon model reflections. Materials that show checkerboards:

Code:
cp_manor/wood_floor01 (but cp_manor_wood_wall002_burnt DOES work)
tile/floor_tile_002a

I thought reflective surfaces automatically picked the closest cubemap for reflections? Why is it suddenly not doing this? I'll try manually assigning them.

EDIT: Manually assigning surfaces didn't work either. So it looks like it's just a problem with those two textures?
 
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