sky_goldrush_01 is a stock skybox. You don't need to pack it, everyone already has it. You don't need to pack anything included in the game.
If you're getting the streaks in the skybox (hall of mirrors, I assume?) then you've most likely got a leak. Go map > load pointfile and make sure it's sealed before trying to continue.
There is no leak, I just did that, it just did the thing where it wants to save the map to .lin or whatever which is typically what it does when no leak. I've compiled it multiple times, ran it through interlopers, no leak.
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Desiree\Documents\Tf2 maps\Mapping\hotel\achievement_idle_cy4g_hotelb1.vmf"
Valve Software - vbsp.exe (Sep 15 2014)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\Desiree\Documents\Tf2 maps\Mapping\hotel\achievement_idle_cy4g_hotelb1.vmf
"materials/mytextures/custom_blackfukufsfkjsd.vtf": cached version doesn't exist
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Can't find surfaceprop WoodWood_Lowdensity for material MYTEXTURES/CUSTOM_TABLECLOTH, using default
Can't find surfaceprop stone for material EGYPT/HYRO_BORDER_BUMP_NEW, using default
Patching WVT material: maps/achievement_idle_cy4g_hotelb1/jungle/blendrockwalltograss_jungle_wvt_patch
Patching WVT material: maps/achievement_idle_cy4g_hotelb1/egypt/sand_grass_blend_02_wvt_patch
Patching WVT material: maps/achievement_idle_cy4g_hotelb1/egypt/sky_sand_waves_01_wvt_patch
Patching WVT material: maps/achievement_idle_cy4g_hotelb1/egypt/sand_floor_blend_03_wvt_patch
Patching WVT material: maps/achievement_idle_cy4g_hotelb1/nature/blendrockgroundwallforest_viaduct_event_wvt_patch
Patching WVT material: maps/achievement_idle_cy4g_hotelb1/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/achievement_idle_cy4g_hotelb1/harvest/ground_to_green_grass_001_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 378 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
done (1)
writing C:\Users\Desiree\Documents\Tf2 maps\Mapping\hotel\achievement_idle_cy4g_hotelb1.prt...Building visibility clusters...
done (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!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
qhull precision error: Only 4 facets remain. Can not merge another
pair. The convexity constraints may be too strong. Reduce the
magnitude of 'Cn' or increase the magnitude of 'An'. For example,
try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'.
qhull precision error: Only 4 facets remain. Can not merge another
pair. The convexity constraints may be too strong. Reduce the
magnitude of 'Cn' or increase the magnitude of 'An'. For example,
try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'.
qhull precision error: Only 4 facets remain. Can not merge another
pair. The convexity constraints may be too strong. Reduce the
magnitude of 'Cn' or increase the magnitude of 'An'. For example,
try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'.
qhull precision error: Only 4 facets remain. Can not merge another
pair. The convexity constraints may be too strong. Reduce the
magnitude of 'Cn' or increase the magnitude of 'An'. For example,
try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'.
qhull precision error: Only 4 facets remain. Can not merge another
pair. The convexity constraints may be too strong. Reduce the
magnitude of 'Cn' or increase the magnitude of 'An'. For example,
try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'.
qhull precision error: Only 4 facets remain. Can not merge another
pair. The convexity constraints may be too strong. Reduce the
magnitude of 'Cn' or increase the magnitude of 'An'. For example,
try 'C-0.001' instead of 'C-0.1' or 'A-0.999' instead of 'A-0.9'.
done (2) (868782 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 9680 texinfos to 5074
Reduced 254 texdatas to 207 (12679 bytes to 10100)
Writing C:\Users\Desiree\Documents\Tf2 maps\Mapping\hotel\achievement_idle_cy4g_hotelb1.bsp
16 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -fast "C:\Users\Desiree\Documents\Tf2 maps\Mapping\hotel\achievement_idle_cy4g_hotelb1"
Valve Software - vvis.exe (Sep 15 2014)
fastvis = true
4 threads
reading c:\users\desiree\documents\tf2 maps\mapping\hotel\achievement_idle_cy4g_hotelb1.bsp
reading c:\users\desiree\documents\tf2 maps\mapping\hotel\achievement_idle_cy4g_hotelb1.prt
6109 portalclusters
20358 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (20)
Optimized: 917623 visible clusters (9.68%)
Total clusters visible: 9482203
Average clusters visible: 1552
Building PAS...
Average clusters audible: 4449
visdatasize:5852827 compressed from 9383424
writing c:\users\desiree\documents\tf2 maps\mapping\hotel\achievement_idle_cy4g_hotelb1.bsp
24 seconds elapsed
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Desiree\Documents\Tf2 maps\Mapping\hotel\achievement_idle_cy4g_hotelb1"
Valve Software - vrad.exe SSE (Sep 15 2014)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\users\desiree\documents\tf2 maps\mapping\hotel\achievement_idle_cy4g_hotelb1.bsp
Setting up ray-trace acceleration structure... Done (6.15 seconds)
16920 faces
14 degenerate faces
14894990 square feet [2144878592.00 square inches]
797 Displacements
4679299 Square Feet [673819072.00 Square Inches]
16906 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
302224 patches after subdivision
sun extent from map=0.087156
245 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (121)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (113)
transfers 28399521, max 1493
transfer lists: 216.7 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(2006148, 1428384, 930548)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(401210, 244209, 135452)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(98309, 49614, 22811)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(33999, 14973, 5666)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(11192, 3891, 1199)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(4652, 1369, 349)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1829, 412, 87)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(813, 152, 29)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(353, 51, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(162, 19, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(74, 7, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(35, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(16, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(8, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #17 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.2723 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (32)
FinalLightFace Done
66 of 122 (54% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (58)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 89/1024 4272/49152 ( 8.7%)
brushes 2267/8192 27204/98304 (27.7%)
brushsides 17306/65536 138448/524288 (26.4%)
planes 18228/65536 364560/1310720 (27.8%)
vertexes 29210/65536 350520/786432 (44.6%)
nodes 11596/65536 371072/2097152 (17.7%)
texinfos 5074/12288 365328/884736 (41.3%)
texdata 207/2048 6624/65536 (10.1%)
dispinfos 797/0 140272/0 ( 0.0%)
disp_verts 33533/0 670660/0 ( 0.0%)
disp_tris 48832/0 97664/0 ( 0.0%)
disp_lmsamples 3163240/0 3163240/0 ( 0.0%)
faces 16920/65536 947520/3670016 (25.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 8434/65536 472304/3670016 (12.9%)
leaves 11686/65536 373952/2097152 (17.8%)
leaffaces 20102/65536 40204/131072 (30.7%)
leafbrushes 8602/65536 17204/131072 (13.1%)
areas 8/256 64/2048 ( 3.1%)
surfedges 113257/512000 453028/2048000 (22.1%)
edges 66866/256000 267464/1024000 (26.1%)
LDR worldlights 245/8192 21560/720896 ( 3.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 9/32768 108/393216 ( 0.0%)
waterstrips 1299/32768 12990/327680 ( 4.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 23448/65536 46896/131072 (35.8%)
cubemapsamples 19/1024 304/16384 ( 1.9%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 17901144/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 5852827/16777216 (34.9%)
entdata [variable] 166883/393216 (42.4%)
LDR ambient table 11686/65536 46744/262144 (17.8%)
HDR ambient table 11686/65536 46744/262144 (17.8%)
LDR leaf ambient 61110/65536 1711080/1835008 (93.2%) VERY FULL!
HDR leaf ambient 11686/65536 327208/1835008 (17.8%)
occluders 2/0 80/0 ( 0.0%)
occluder polygons 12/0 144/0 ( 0.0%)
occluder vert ind 48/0 192/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/62506 ( 0.0%)
pakfile [variable] 48330/0 ( 0.0%)
physics [variable] 868782/4194304 (20.7%)
physics terrain [variable] 158947/1048576 (15.2%)
Level flags = 0
Total triangle count: 45575
Writing c:\users\desiree\documents\tf2 maps\mapping\hotel\achievement_idle_cy4g_hotelb1.bsp
5 minutes, 37 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\Desiree\Documents\Tf2 maps\Mapping\hotel\achievement_idle_cy4g_hotelb1.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\achievement_idle_cy4g_hotelb1.bsp"
All I get, but again stuff I usually get with every map I make and stuff that doesn't cause problems.
Also it's basically like this, I had everything working in my map when I packed except the skybox. I removed the skybox texture that I had added and then the skybox works but suddenly all my props are errors. It's just one or the other and this is frustrating that I have problems every time with packing when I finish a map.