Errors in the skybox

InFlandersField

L1: Registered
Jul 3, 2015
13
0
I do not know what my problem is
Code:
** 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:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\maps\koth_water\arena_water_a1.vmf"

Valve Software - vbsp.exe (Jul  2 2015)
4 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\maps\koth_water\arena_water_a1.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/arena_water_a1/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:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\maps\koth_water\arena_water_a1.prt...Building visibility clusters...
done (0)
[B][I][U]*** Error: Skybox vtf files for skybox/sky_well_01 weren't compiled with the same size texture[/U] and/or same flags![/I][/B]
Can't load skybox file skybox/sky_well_01 to build the default cubemap!
[U][I][B]*** Error: Skybox vtf files for skybox/sky_well_01 weren't compiled with the same size texture and/or same flags![/B][/I][/U]
Can't load skybox file skybox/sky_well_01 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...
done (0) (40646 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 109 texinfos to 71
Reduced 16 texdatas to 13 (454 bytes to 339)
Writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\maps\koth_water\arena_water_a1.bsp
0 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" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\maps\koth_water\arena_water_a1"

Valve Software - vvis.exe (Jul  2 2015)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\maps\koth_water\arena_water_a1.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\maps\koth_water\arena_water_a1.prt
 293 portalclusters
 746 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 (1)
Optimized: 145 visible clusters (0.26%)
Total clusters visible: 56852
Average clusters visible: 194
Building PAS...
Average clusters audible: 292
visdatasize:23942  compressed from 23440
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\maps\koth_water\arena_water_a1.bsp
1 second 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:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\maps\koth_water\arena_water_a1"

Valve Software - vrad.exe SSE (Jul  2 2015)

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

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\maps\koth_water\arena_water_a1.bsp
Setting up ray-trace acceleration structure... Done (0.02 seconds)
1323 faces
825580 square feet [118883584.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1323 patches before subdivision
60793 patches after subdivision
sun extent from map=0.000000
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (2)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (2)
transfers 7546415, max 651
transfer lists:  57.6 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(751497, 176726, 38534)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(259873, 23548, 1984)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(104509, 3208, 115)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(43190, 472, 19)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(19193, 69, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(8709, 11, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(4126, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(1978, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(983, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(491, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(257, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #12 added RGB(134, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added RGB(75, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #14 added RGB(41, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #15 added RGB(25, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #16 added RGB(15, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #17 added RGB(10, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #18 added RGB(6, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #19 added RGB(4, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #20 added RGB(3, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #21 added RGB(2, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #22 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #23 added RGB(1, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #24 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0168 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 (0)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   6/1024          288/49152    ( 0.6%) 
brushes                108/8192         1296/98304    ( 1.3%) 
brushsides             660/65536        5280/524288   ( 1.0%) 
planes                 382/65536        7640/1310720  ( 0.6%) 
vertexes              1966/65536       23592/786432   ( 3.0%) 
nodes                  718/65536       22976/2097152  ( 1.1%) 
texinfos                71/12288        5112/884736   ( 0.6%) 
texdata                 13/2048          416/65536    ( 0.6%) 
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                 1323/65536       74088/3670016  ( 2.0%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              296/65536       16576/3670016  ( 0.5%) 
leaves                 725/65536       23200/2097152  ( 1.1%) 
leaffaces             1566/65536        3132/131072   ( 2.4%) 
leafbrushes            707/65536        1414/131072   ( 1.1%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             7442/512000      29768/2048000  ( 1.5%) 
edges                 4088/256000      16352/1024000  ( 1.6%) 
LDR worldlights          2/8192          176/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            2/32768          24/393216   ( 0.0%) 
waterstrips            139/32768        1390/327680   ( 0.4%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          1884/65536        3768/131072   ( 2.9%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     1457000/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       23942/16777216 ( 0.1%) 
entdata               [variable]       13645/393216   ( 3.5%) 
LDR ambient table      725/65536        2900/262144   ( 1.1%) 
HDR ambient table      725/65536        2900/262144   ( 1.1%) 
LDR leaf ambient      3812/65536      106736/1835008  ( 5.8%) 
HDR leaf ambient       725/65536       20300/1835008  ( 1.1%) 
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]           1/12       ( 8.3%) 
pakfile               [variable]         999/0        ( 0.0%) 
physics               [variable]       40646/4194304  ( 1.0%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 3618
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\maps\koth_water\arena_water_a1.bsp
6 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\maps\koth_water\arena_water_a1.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\arena_water_a1.bsp"
 
Last edited by a moderator:

tyler

aa
Sep 11, 2013
5,102
4,621
That error is telling you reflections can't be built automatically. You need to place env_cubemap entities around the map and then build them in game. This happens for all TF2 maps. For alpha maps, you can just place one or even none (unless you have water, in which case place at least one). That way you aren't moving a bunch around as you change your level.