skybox problems

xDumped

L1: Registered
Jun 9, 2013
4
0
i got this bug with my skybox where it pretty much copies the last line of what you see under the skybox.
PS. its an edit of the original trade_plaza, idk iff that matters at all.
Iff some1 can tell me how to fix this or get overall lighting so i can just close the top off to fix it.
http://i.imgur.com/DOvycNE.jpg

heres the compile log:


** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Joost\Documents\trade_cloud_bro_v1.vmf"

Valve Software - vbsp.exe (Jun 12 2013)
8 threads
materialPath: D:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Joost\Documents\trade_cloud_bro_v1.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity light (4328.00 652.00 -400.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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) (144120 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 647 texinfos to 482
Reduced 25 texdatas to 21 (770 bytes to 681)
Writing C:\Users\Joost\Documents\trade_cloud_bro_v1.bsp
0 seconds elapsed

** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Joost\Documents\trade_cloud_bro_v1"

Valve Software - vvis.exe (Jun 12 2013)
8 threads
reading c:\users\joost\documents\trade_cloud_bro_v1.bsp
reading c:\users\joost\documents\trade_cloud_bro_v1.prt
LoadPortals: couldn't read c:\users\joost\documents\trade_cloud_bro_v1.prt


** Executing...
** Command: "D:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "D:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Joost\Documents\trade_cloud_bro_v1"

Valve Software - vrad.exe SSE (Jun 12 2013)

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

Loading c:\users\joost\documents\trade_cloud_bro_v1.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.14 seconds)
2902 faces
1640009 square feet [236161424.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.000000
104 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (14)
Build Patch/Sample Hash Table(s).....Done<0.0163 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 (3)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 21/1024 1008/49152 ( 2.1%)
brushes 374/8192 4488/98304 ( 4.6%)
brushsides 2825/65536 22600/524288 ( 4.3%)
planes 1910/65536 38200/1310720 ( 2.9%)
vertexes 4419/65536 53028/786432 ( 6.7%)
nodes 1963/65536 62816/2097152 ( 3.0%)
texinfos 482/12288 34704/884736 ( 3.9%)
texdata 21/2048 672/65536 ( 1.0%)
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 2902/65536 162512/3670016 ( 4.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1259/65536 70504/3670016 ( 1.9%)
leaves 1985/65536 63520/2097152 ( 3.0%)
leaffaces 3650/65536 7300/131072 ( 5.6%)
leafbrushes 1147/65536 2294/131072 ( 1.8%)
areas 4/256 32/2048 ( 1.6%)
surfedges 18619/512000 74476/2048000 ( 3.6%)
edges 10467/256000 41868/1024000 ( 4.1%)
LDR worldlights 104/8192 9152/720896 ( 1.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 277/32768 2770/327680 ( 0.8%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 4236/65536 8472/131072 ( 6.5%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 2/512 704/180224 ( 0.4%)
LDR lightdata [variable] 2312824/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 46991/393216 (12.0%)
LDR ambient table 1985/65536 7940/262144 ( 3.0%)
HDR ambient table 1985/65536 7940/262144 ( 3.0%)
LDR leaf ambient 12888/65536 360864/1835008 (19.7%)
HDR leaf ambient 1985/65536 55580/1835008 ( 3.0%)
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] 1/1754 ( 0.1%)
pakfile [variable] 319206/0 ( 0.0%)
physics [variable] 144120/4194304 ( 3.4%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 7751
Writing c:\users\joost\documents\trade_cloud_bro_v1.bsp
18 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Joost\Documents\trade_cloud_bro_v1.bsp" "D:\Steam\steamapps\common\Team Fortress 2\tf\maps\trade_cloud_bro_v1.bsp"
 

xDumped

L1: Registered
Jun 9, 2013
4
0
thanks that fixed it.

i still have some problems with the lighting, but i cant easily fix those.

btw, im making a trade map for my community, so we have a fun server to screw around.
 

henke37

aa
Sep 23, 2011
2,075
515
How about making funs maps that can actually be played instead?