Skybox issue

Dayal

L3: Member
Feb 8, 2017
123
293
So as of lately, I noticed that the skybox of my map rarely turns black for a frame or two in game. No idea what's causing it or when it has started happening. I think that it is an issue with the 3D skybox since turning that off apparently fixes the problem, or it's still there and decides to not show up when waiting for it to happen. Tried to recreate the 3D Skybox, but apparently that doesn't seem to fix it. It occurs randomly and not that often. Although it doesn't really effect the map in any way, it's still a problem that I'd like to solve.

Here's the compile log.

Starting a 'Full - Both' compile.
Starting compilation of E:\mvm\Tropics\Map\mvm_tropics_rc10.vmf
Valve Software - vbsp.exe (Feb 13 2017)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\materials
Loading E:\mvm\Tropics\Map\mvm_tropics_rc10.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
material "/test_mayan_brick" not found.
Material not found!: /TEST_MAYAN_BRICK
Patching WVT material: maps/mvm_tropics_rc10/nature/blendgroundtograss008_nodetail_wvt_patch
Patching WVT material: maps/mvm_tropics_rc10/nature/blendrockgroundwallforest004_wvt_patch
Patching WVT material: maps/mvm_tropics_rc10/brick/blendcobbletocobblesnow001_wvt_patch
Patching WVT material: maps/mvm_tropics_rc10/nature/blendgroundtocobble003_wvt_patch
Patching WVT material: maps/mvm_tropics_rc10/pl_temple/jungle_cliff_02_grass_wvt_patch
Patching WVT material: maps/mvm_tropics_rc10/nature/blendrockgroundwallsnow_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)
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Occluder "" straddles multiple areas. This is invalid!
Chop Details...done (0)
Find Visible Detail Sides...
Merged 536 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\mvm\Tropics\Map\mvm_tropics_rc10.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_mayan weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_mayan to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_mayan weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_mayan 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 (1) (506556 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3973 texinfos to 938
Reduced 224 texdatas to 191 (12463 bytes to 10753)
Writing E:\mvm\Tropics\Map\mvm_tropics_rc10.bsp
Wrote ZIP buffer, estimated size 89914, actual size 66384
6 seconds elapsed
CMaterialDict::Shutdown m_MissingList count: 1
0.699576 -0.496815 0.000000
0.671001 -0.038100 0.000000
0.699576 -0.038100 0.000000
0.699576 -0.980015 0.000000
make_triangles:calc_triangle_representation: Cannot convert
0.699576 -0.496815 0.000000
0.671001 -0.038100 0.000000
0.699576 -0.038100 0.000000
0.699576 -0.980015 0.000000
make_triangles:calc_triangle_representation: Cannot convert
Valve Software - vvis.exe (Feb 13 2017)
4 threads
reading e:\mvm\tropics\map\mvm_tropics_rc10.bsp
reading e:\mvm\tropics\map\mvm_tropics_rc10.prt
989 portalclusters
2916 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 (917)
Optimized: 2218 visible clusters (0.42%)
Total clusters visible: 532557
Average clusters visible: 538
Building PAS...
Average clusters audible: 963
visdatasize:239180 compressed from 253184
writing e:\mvm\tropics\map\mvm_tropics_rc10.bsp
15 minutes, 17 seconds elapsed
Valve Software - vrad.exe SSE (Feb 13 2017)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading e:\mvm\tropics\map\mvm_tropics_rc10.bsp
Setting up ray-trace acceleration structure... Done (16.49 seconds)
6029 faces
1766055 square feet [254311968.00 square inches]
674 Displacements
366138 Square Feet [52723912.00 Square Inches]
6029 patches before subdivision
95173 patches after subdivision
sun extent from map=0.087156
127 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (230)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (24)
transfers 7587841, max 1144
transfer lists: 57.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(233302, 184002, 155760)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(82416, 59466, 51108)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(7332, 3904, 2543)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(9849, 5244, 3447)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(877, 342, 170)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1307, 511, 252)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(115, 33, 12)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(174, 50, 19)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(15, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(23, 5, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0286 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
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 (8)
Writing leaf ambient...done
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (11)

Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 118/1024 5664/49152 (11.5%)
brushes 1266/8192 15192/98304 (15.5%)
brushsides 10430/65536 83440/524288 (15.9%)
planes 12906/65536 258120/1310720 (19.7%)
vertexes 10339/65536 124068/786432 (15.8%)
nodes 3411/65536 109152/2097152 ( 5.2%)
texinfos 938/12288 67536/884736 ( 7.6%)
texdata 191/2048 6112/65536 ( 9.3%)
dispinfos 674/0 118624/0 ( 0.0%)
disp_verts 16906/0 338120/0 ( 0.0%)
disp_tris 21664/0 43328/0 ( 0.0%)
disp_lmsamples 1057732/0 1057732/0 ( 0.0%)
faces 6029/65536 337624/3670016 ( 9.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 4682/65536 262192/3670016 ( 7.1%)
leaves 3530/65536 112960/2097152 ( 5.4%)
leaffaces 6991/65536 13982/131072 (10.7%)
leafbrushes 3758/65536 7516/131072 ( 5.7%)
areas 11/256 88/2048 ( 4.3%)
surfedges 47245/512000 188980/2048000 ( 9.2%)
edges 28755/256000 115020/1024000 (11.2%)
LDR worldlights 127/8192 11176/720896 ( 1.6%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 514/32768 5140/327680 ( 1.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 9246/65536 18492/131072 (14.1%)
cubemapsamples 37/1024 592/16384 ( 3.6%)
overlays 36/512 12672/180224 ( 7.0%)
LDR lightdata [variable] 17403884/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 239180/16777216 ( 1.4%)
entdata [variable] 238469/393216 (60.6%)
LDR ambient table 3530/65536 14120/262144 ( 5.4%)
HDR ambient table 3530/65536 14120/262144 ( 5.4%)
LDR leaf ambient 17535/65536 490980/1835008 (26.8%)
HDR leaf ambient 3530/65536 98840/1835008 ( 5.4%)
occluders 1/0 40/0 ( 0.0%)
occluder polygons 6/0 72/0 ( 0.0%)
occluder vert ind 24/0 96/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/50718 ( 0.0%)
pakfile [variable] 2869524/0 ( 0.0%)
physics [variable] 506556/4194304 (12.1%)
physics terrain [variable] 118898/1048576 (11.3%)

Level flags = 1

Total triangle count: 16120
Writing e:\mvm\tropics\map\mvm_tropics_rc10.bsp
5 minutes, 3 seconds elapsed
Valve Software - vrad.exe SSE (Feb 13 2017)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading e:\mvm\tropics\map\mvm_tropics_rc10.bsp
Setting up ray-trace acceleration structure... Done (16.98 seconds)
6029 faces
1766055 square feet [254311968.00 square inches]
674 Displacements
366138 Square Feet [52723912.00 Square Inches]
6029 patches before subdivision
95173 patches after subdivision
sun extent from map=0.087156
127 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (230)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (21)
transfers 7587841, max 1144
transfer lists: 57.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(233302, 184002, 155760)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(82416, 59466, 51108)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(7332, 3904, 2543)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(9849, 5244, 3447)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(877, 342, 170)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1307, 511, 252)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(115, 33, 12)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(174, 50, 19)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(15, 3, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(23, 5, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(3, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0300 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
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 (10)
Writing leaf ambient...done
Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (11)

Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 118/1024 5664/49152 (11.5%)
brushes 1266/8192 15192/98304 (15.5%)
brushsides 10430/65536 83440/524288 (15.9%)
planes 12906/65536 258120/1310720 (19.7%)
vertexes 10339/65536 124068/786432 (15.8%)
nodes 3411/65536 109152/2097152 ( 5.2%)
texinfos 938/12288 67536/884736 ( 7.6%)
texdata 191/2048 6112/65536 ( 9.3%)
dispinfos 674/0 118624/0 ( 0.0%)
disp_verts 16906/0 338120/0 ( 0.0%)
disp_tris 21664/0 43328/0 ( 0.0%)
disp_lmsamples 1057732/0 1057732/0 ( 0.0%)
faces 6029/65536 337624/3670016 ( 9.2%)
hdr faces 6029/65536 337624/3670016 ( 9.2%)
origfaces 4682/65536 262192/3670016 ( 7.1%)
leaves 3530/65536 112960/2097152 ( 5.4%)
leaffaces 6991/65536 13982/131072 (10.7%)
leafbrushes 3758/65536 7516/131072 ( 5.7%)
areas 11/256 88/2048 ( 4.3%)
surfedges 47245/512000 188980/2048000 ( 9.2%)
edges 28755/256000 115020/1024000 (11.2%)
LDR worldlights 127/8192 11176/720896 ( 1.6%)
HDR worldlights 127/8192 11176/720896 ( 1.6%)
leafwaterdata 5/32768 60/393216 ( 0.0%)
waterstrips 514/32768 5140/327680 ( 1.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 9246/65536 18492/131072 (14.1%)
cubemapsamples 37/1024 592/16384 ( 3.6%)
overlays 36/512 12672/180224 ( 7.0%)
LDR lightdata [variable] 17403884/0 ( 0.0%)
HDR lightdata [variable] 17403884/0 ( 0.0%)
visdata [variable] 239180/16777216 ( 1.4%)
entdata [variable] 238469/393216 (60.6%)
LDR ambient table 3530/65536 14120/262144 ( 5.4%)
HDR ambient table 3530/65536 14120/262144 ( 5.4%)
LDR leaf ambient 17535/65536 490980/1835008 (26.8%)
HDR leaf ambient 17535/65536 490980/1835008 (26.8%)
occluders 1/0 40/0 ( 0.0%)
occluder polygons 6/0 72/0 ( 0.0%)
occluder vert ind 24/0 96/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/50718 ( 0.0%)
pakfile [variable] 5676560/0 ( 0.0%)
physics [variable] 506556/4194304 (12.1%)
physics terrain [variable] 118898/1048576 (11.3%)

Level flags = 3

Total triangle count: 16120
Writing e:\mvm\tropics\map\mvm_tropics_rc10.bsp
5 minutes, 5 seconds elapsed
E:\mvm\Tropics\Map\mvm_tropics_rc10.bsp -> C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\mvm_tropics_rc10.bsp
1 File(s) copied

CompilePal - Automated Packaging
Finding sources of game content...
Found search paths...
Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\custom\
Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf
Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\
Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\content_packs\
Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\custom_models\
Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\custom_particles\
Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\custom_sounds\
Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\custom_materials\
Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\custom_scripts\
Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\maps_assets\
Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\maps_dev\
Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\bin
Reading BSP...
Initializing pak file...
Writing file list...
Running bspzip...
Finished!
---------------------
58 materials found
80 models found
0 particle files found
0 sounds found
additional files:
---------------------
'Full - Both' compile finished in 00:25:39
5 errors/warnings logged:
(1) - Material not found!: [sub:1] (Caution)
(2) - Can't load skybox file [sub:1] to build the default cubemap! (Caution)
(3) - Can't load skybox file [sub:1] to build the default cubemap! (Caution)
(4) - make_triangles:calc_triangle_representation: Cannot convert (Warning)
(5) - make_triangles:calc_triangle_representation: Cannot convert (Warning)
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Well, for starters, you've got two brushes that appear to be invalid. Hit Ctrl-P to find out where they are.

Also, this is probably unrelated to your question, but your occluders appear to be borked. You'll want to deal with that sooner or later.
 

BigfootBeto

Party Time 2.0!
aa
Jun 8, 2016
496
847
Also, this is probably unrelated to your question, but your occluders appear to be borked.

I thought the broken occluders thing was just a long known compiler issue, and as long as they work in-game it's fine.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Might be. I seem to recall getting some kind of occluded-related error trying to recompile SDK maps.
 

Dayal

L3: Member
Feb 8, 2017
123
293
Ok, but no idea on what might cause this issue or a fix that I can try to see if that does the trick? I'd take a screenshot of the problem if I could, but kind of impossible to do considering how short its duration is. Alternatively, I could try to record it.