Any Idea what this Error Means?

Acadium

Playtest Extraordinaire
Apr 20, 2013
116
11
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!

Description:
You have entered a skybox texture which doesn't seem to be valid. Make sure you don't specify the last three letter (_UP, _DN, etc) of any skybox texture you use. You may also need to fix your vmt files if they are broken. It may also be caused by compiling a non-HDR skybox texture.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
You can ignore it. What does it mean? Well... originally all skyboxes were made with six images that were the same dimensions. The compiler would then grab those and turn them into a cubemap to use in lieu of proper map-generated cubemaps. Nowdays with the higher res skyboxes it is a waste of data to have a 1024x1024 (sometimes, 2048) mostly solid color image for the bottom sky panel, so the engine supports having non-uniform skybox panels. The high res ones now often have a 1x1 or 16x16 bottom panel since you never see it, and the side panels are only the "top half" since most maps hide the horizon anyway. The select few maps that have a scenic view on one side had their skyboxes further customized in that three sides are like that and one is a full square. End result: the compilers were never updated to support irregularly sized skybox images because default cubemap is pointless since you should always be generating map specific ones anyway.
 

Acadium

Playtest Extraordinaire
Apr 20, 2013
116
11
You can ignore it.

Well the problem is my map won't compile. It brings up an old Test map with a similar name. (This is me relearning hammer a bit, focusing on aesthetics like lighting, so I gave it a test name) This is the only problem that comes up.
 

tyler

aa
Sep 11, 2013
5,102
4,621
check for invalid solids
alt+p in hammer
your problem has nothing to do with lack of cubemaps
 
Last edited:

Acadium

Playtest Extraordinaire
Apr 20, 2013
116
11
check for invalid solids
alt+p in hammer
your problem has nothing to do with lack of cubemaps

"There is no player start"

Is all I get. And I know I have a player start, from what I can tell that's usual on every map.
 

Acadium

Playtest Extraordinaire
Apr 20, 2013
116
11
Well that's not the error preventing the compile. Post your whole log and we can have a look.


** Executing...
** Command: "C:\Desktop\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Desktop\Steam\steamapps\common\Team Fortress 2\tf" "C:\Desktop\Steam\steamapps\sharpie660\sourcesdk_content\tf\mapsrc\Test 1.vmf"

Valve Software - vbsp.exe (Aug 30 2013)
4 threads
materialPath: C:\Desktop\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Desktop\Steam\steamapps\sharpie660\sourcesdk_content\tf\mapsrc\Test 1.vmf
Patching WVT material: maps/test 1/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)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Desktop\Steam\steamapps\sharpie660\sourcesdk_content\tf\mapsrc\Test 1.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...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (0) (90586 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 82 texinfos to 31
Reduced 9 texdatas to 7 (238 bytes to 195)
Writing C:\Desktop\Steam\steamapps\sharpie660\sourcesdk_content\tf\mapsrc\Test 1.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Desktop\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Desktop\Steam\steamapps\common\Team Fortress 2\tf" "C:\Desktop\Steam\steamapps\sharpie660\sourcesdk_content\tf\mapsrc\Test 1"

Valve Software - vvis.exe (Aug 27 2013)
4 threads
reading c:\desktop\steam\steamapps\sharpie660\sourcesdk_content\tf\mapsrc\Test 1.bsp
reading c:\desktop\steam\steamapps\sharpie660\sourcesdk_content\tf\mapsrc\Test 1.prt
93 portalclusters
203 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: 9 visible clusters (0.12%)
Total clusters visible: 7428
Average clusters visible: 79
Building PAS...
Average clusters audible: 93
visdatasize:2986 compressed from 2976
writing c:\desktop\steam\steamapps\sharpie660\sourcesdk_content\tf\mapsrc\Test 1.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Desktop\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Desktop\Steam\steamapps\common\Team Fortress 2\tf" "C:\Desktop\Steam\steamapps\sharpie660\sourcesdk_content\tf\mapsrc\Test 1"

Valve Software - vrad.exe SSE (Aug 30 2013)

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

Loading c:\desktop\steam\steamapps\sharpie660\sourcesdk_content\tf\mapsrc\Test 1.bsp
Setting up ray-trace acceleration structure... Done (0.40 seconds)
445 faces
276858 square feet [39867612.00 square inches]
1 Displacements
11832 Square Feet [1703935.88 Square Inches]
445 patches before subdivision
18919 patches after subdivision
sun extent from map=0.000000
26 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 1185686, max 305
transfer lists: 9.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(10992, 10006, 9697)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(618, 493, 516)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(55, 32, 34)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(6, 2, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0090 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
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 18/1024 864/49152 ( 1.8%)
brushes 84/8192 1008/98304 ( 1.0%)
brushsides 512/65536 4096/524288 ( 0.8%)
planes 240/65536 4800/1310720 ( 0.4%)
vertexes 734/65536 8808/786432 ( 1.1%)
nodes 376/65536 12032/2097152 ( 0.6%)
texinfos 31/12288 2232/884736 ( 0.3%)
texdata 7/2048 224/65536 ( 0.3%)
dispinfos 1/0 176/0 ( 0.0%)
disp_verts 289/0 5780/0 ( 0.0%)
disp_tris 512/0 1024/0 ( 0.0%)
disp_lmsamples 31495/0 31495/0 ( 0.0%)
faces 445/65536 24920/3670016 ( 0.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 180/65536 10080/3670016 ( 0.3%)
leaves 395/65536 12640/2097152 ( 0.6%)
leaffaces 533/65536 1066/131072 ( 0.8%)
leafbrushes 271/65536 542/131072 ( 0.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 2752/512000 11008/2048000 ( 0.5%)
edges 1541/256000 6164/1024000 ( 0.6%)
LDR worldlights 26/8192 2288/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 29/32768 290/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 429/65536 858/131072 ( 0.7%)
cubemapsamples 7/1024 112/16384 ( 0.7%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 402236/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 2986/16777216 ( 0.0%)
entdata [variable] 26508/393216 ( 6.7%)
LDR ambient table 395/65536 1580/262144 ( 0.6%)
HDR ambient table 395/65536 1580/262144 ( 0.6%)
LDR leaf ambient 1449/65536 40572/1835008 ( 2.2%)
HDR leaf ambient 395/65536 11060/1835008 ( 0.6%)
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] 1/4174 ( 0.0%)
pakfile [variable] 383/0 ( 0.0%)
physics [variable] 90586/4194304 ( 2.2%)
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 1142
Writing c:\desktop\steam\steamapps\sharpie660\sourcesdk_content\tf\mapsrc\Test 1.bsp
8 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Desktop\Steam\steamapps\sharpie660\sourcesdk_content\tf\mapsrc\Test 1.bsp" "C:\Desktop\Steam\steamapps\common\Team Fortress 2\tf\maps\Test 1.bsp"
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Although it appears to actually be compiling fine, I notice you have a space in your map name. That can cause problems with various things that don't handle spaces properly. Try changing that first.

Additionally, this bit:
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
You'll want to turn those down to power 3. Although it is just a warning, TF2 commonly crashes if a physics object interacts with a power 4 displacement.
 

Acadium

Playtest Extraordinaire
Apr 20, 2013
116
11
Although it appears to actually be compiling fine, I notice you have a space in your map name. That can cause problems with various things that don't handle spaces properly. Try changing that first.

Additionally, this bit:

You'll want to turn those down to power 3. Although it is just a warning, TF2 commonly crashes if a physics object interacts with a power 4 displacement.

OMG FINALLY THANK YOU

I can't believe this was all do to a single space in the name :/
 

Idolon

they/them
aa
Feb 7, 2008
2,105
6,106
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