Team spawn not working (still)+others (fixed)

Itspice

L2: Junior Member
Jul 19, 2019
87
25
I've fixed all the leaks, made sure all the teams are correct on spawn points, deleted the faulty point, lifted all the points, added a skybox around AN INDOOR, PERFECTLY TIGHT FIT SEALED to fix the leak that was GOING THROUGH A SOLID BRUSH, and deleted faulty models, and still large parts of red spawn are just fucking missing, the skybox i put in doesnt seem to be in existence either when using noclip, and im still getting this error when i put the logs in interlopers;
"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."

keep in mind i've been getting this error even before i actually put in a skybox.
the material im using for the skybox is the default tools/toolsskybox texture

i dont know why i care so much about this broken faulty map but i do
can someone please help
 

Maid

Bimbo Succubus Lesbian
aa
Sep 29, 2018
246
553
Don't worry about the skybox error, that happens with loads of skyboxes and can be completely ignored without issue when mapping for TF2.
Noclipping outside a skybox will prevent it from appearing. You can only see the skybox from within the map, looking at the material. This isn't an issue, since players aren't going to be noclipping outside the map.
Displacements and entities don't seal maps - while checking for leaks, turn off any non-world-geometry visgroups to get a proper look at your map as vbsp sees it. The 'show helpers' button can also help with leaks, as a model or brush entity origin point may have just ended up outside the map.

Missing parts of red spawn is the only major outlier - make sure you compile with all visgroups you want enabled. Are the missing parts completely not there, or do they have collision and are just visually absent?
 

Itspice

L2: Junior Member
Jul 19, 2019
87
25
Don't worry about the skybox error, that happens with loads of skyboxes and can be completely ignored without issue when mapping for TF2.
Noclipping outside a skybox will prevent it from appearing. You can only see the skybox from within the map, looking at the material. This isn't an issue, since players aren't going to be noclipping outside the map.
Displacements and entities don't seal maps - while checking for leaks, turn off any non-world-geometry visgroups to get a proper look at your map as vbsp sees it. The 'show helpers' button can also help with leaks, as a model or brush entity origin point may have just ended up outside the map.

Missing parts of red spawn is the only major outlier - make sure you compile with all visgroups you want enabled. Are the missing parts completely not there, or do they have collision and are just visually absent?
I have already fixed the issue by deleting all the files of the map and compiling a new one, but thanks for the advice!