Trying to make 3D skybox but...

Croc Snipe

L1: Registered
Oct 25, 2020
26
2
I tried to make a 3D skybox but when I booted up the map the lighting broke. there were no leaks I watched a tutorial on how to add 3D skyboxes it worked perfectly before when I tested it so I tried putting it in my map "ctf_industry_roof_topper_v5" I compiled check for any leaks. There were no leaks so I believe it will work but NOPE the lighting broke, the brushes were all bright, the objects from the 3d skybox didn't show, and there are no leaks.
 

Attachments

  • Team Fortress 2 11_7_2020 3_02_13 AM.png
    Team Fortress 2 11_7_2020 3_02_13 AM.png
    914.7 KB · Views: 203

XEnderFaceX

F1 Fan
Aug 18, 2015
316
98
Hammer sometimes compiles weird, it makes it seem like theres a Lighting Problem,
you can type: mat_fullbright_0 in the Console, then the real Lighting will kick in.
Whenever this happens to me, i close the game and hammer, and restart them, that fixes the Problem

Hope this helped
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Leaks are not the only error which can break your lighting. If EnderFace's advice does not work, I would advise posting your compile log here.
 

Croc Snipe

L1: Registered
Oct 25, 2020
26
2
Hammer sometimes compiles weird, it makes it seem like theres a Lighting Problem,
you can type: mat_fullbright_0 in the Console, then the real Lighting will kick in.
Whenever this happens to me, i close the game and hammer, and restart them, that fixes the Problem

Hope this helped

I tried restarting hammer and the lighting works but the 3D skybox isn't showing.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
You did place a sky_camera in your skybox area, right?
 

Croc Snipe

L1: Registered
Oct 25, 2020
26
2
Can you post your compile log?


** 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\sourcesdk_content\tf\mapsrc\ctf_industry_roof_topper_v5.vmf"

Valve Software - vbsp.exe (May 21 2020)
8 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\sourcesdk_content\tf\mapsrc\ctf_industry_roof_topper_v5.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
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...
Merged 14 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ctf_industry_roof_topper_v5.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_badlands_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_badlands_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
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) (33405 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 210 texinfos to 134
Reduced 12 texdatas to 11 (283 bytes to 265)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ctf_industry_roof_topper_v5.bsp
Wrote ZIP buffer, estimated size 211902, actual size 211420
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\sourcesdk_content\tf\mapsrc\ctf_industry_roof_topper_v5"

Valve Software - vvis.exe (May 21 2020)
8 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ctf_industry_roof_topper_v5.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ctf_industry_roof_topper_v5.prt
71 portalclusters
140 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: 0 visible clusters (0.00%)
Total clusters visible: 5029
Average clusters visible: 70
Building PAS...
Average clusters audible: 71
visdatasize:1850 compressed from 2272
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ctf_industry_roof_topper_v5.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -both -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ctf_industry_roof_topper_v5"

Valve Software - vrad.exe SSE (May 21 2020)

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

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ctf_industry_roof_topper_v5.bsp
Setting up ray-trace acceleration structure... Done (0.03 seconds)
1485 faces
3590461 square feet [517026368.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1485 patches before subdivision
82653 patches after subdivision
sun extent from map=0.000000
4 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 (2)
transfers 8301935, max 546
transfer lists: 63.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(715468, 226097, 102209)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(222853, 26278, 1812)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(84220, 3420, 171)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(34517, 471, 23)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(14648, 67, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(6370, 10, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(2796, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1240, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(553, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(248, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(112, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(51, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(23, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(10, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(5, 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 (0)
Bounce #17 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0384 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 25/1024 1200/49152 ( 2.4%)
brushes 77/8192 924/98304 ( 0.9%)
brushsides 550/65536 4400/524288 ( 0.8%)
planes 640/65536 12800/1310720 ( 1.0%)
vertexes 1923/65536 23076/786432 ( 2.9%)
nodes 409/65536 13088/2097152 ( 0.6%)
texinfos 134/12288 9648/884736 ( 1.1%)
texdata 11/2048 352/65536 ( 0.5%)
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 1485/65536 83160/3670016 ( 2.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 316/65536 17696/3670016 ( 0.5%)
leaves 435/65536 13920/2097152 ( 0.7%)
leaffaces 1685/65536 3370/131072 ( 2.6%)
leafbrushes 281/65536 562/131072 ( 0.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 7735/512000 30940/2048000 ( 1.5%)
edges 4161/256000 16644/1024000 ( 1.6%)
LDR worldlights 4/8192 352/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 88/32768 880/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1155/65536 2310/131072 ( 1.8%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2614308/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 1850/16777216 ( 0.0%)
entdata [variable] 18944/393216 ( 4.8%)
LDR ambient table 435/65536 1740/262144 ( 0.7%)
HDR ambient table 435/65536 1740/262144 ( 0.7%)
LDR leaf ambient 1650/65536 46200/1835008 ( 2.5%)
HDR leaf ambient 435/65536 12180/1835008 ( 0.7%)
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] 1/4558 ( 0.0%)
pakfile [variable] 211420/0 ( 0.0%)
physics [variable] 33405/4194304 ( 0.8%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 3501
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ctf_industry_roof_topper_v5.bsp
6 seconds elapsed
Valve Software - vrad.exe SSE (May 21 2020)

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

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ctf_industry_roof_topper_v5.bsp
Setting up ray-trace acceleration structure... Done (0.03 seconds)
1485 faces
3590461 square feet [517026368.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1485 patches before subdivision
82653 patches after subdivision
sun extent from map=0.000000
4 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2)
transfers 8301935, max 546
transfer lists: 63.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(715470, 226097, 102209)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(222854, 26278, 1812)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(84220, 3420, 171)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(34517, 471, 23)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(14648, 67, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(6370, 10, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(2796, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1240, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(553, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(248, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(112, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(51, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(23, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(10, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(5, 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 (0)
Bounce #17 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0318 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 25/1024 1200/49152 ( 2.4%)
brushes 77/8192 924/98304 ( 0.9%)
brushsides 550/65536 4400/524288 ( 0.8%)
planes 640/65536 12800/1310720 ( 1.0%)
vertexes 1923/65536 23076/786432 ( 2.9%)
nodes 409/65536 13088/2097152 ( 0.6%)
texinfos 134/12288 9648/884736 ( 1.1%)
texdata 11/2048 352/65536 ( 0.5%)
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 1485/65536 83160/3670016 ( 2.3%)
hdr faces 1485/65536 83160/3670016 ( 2.3%)
origfaces 316/65536 17696/3670016 ( 0.5%)
leaves 435/65536 13920/2097152 ( 0.7%)
leaffaces 1685/65536 3370/131072 ( 2.6%)
leafbrushes 281/65536 562/131072 ( 0.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 7735/512000 30940/2048000 ( 1.5%)
edges 4161/256000 16644/1024000 ( 1.6%)
LDR worldlights 4/8192 352/720896 ( 0.0%)
HDR worldlights 4/8192 352/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 88/32768 880/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1155/65536 2310/131072 ( 1.8%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2614308/0 ( 0.0%)
HDR lightdata [variable] 2614308/0 ( 0.0%)
visdata [variable] 1850/16777216 ( 0.0%)
entdata [variable] 18944/393216 ( 4.8%)
LDR ambient table 435/65536 1740/262144 ( 0.7%)
HDR ambient table 435/65536 1740/262144 ( 0.7%)
LDR leaf ambient 1650/65536 46200/1835008 ( 2.5%)
HDR leaf ambient 1650/65536 46200/1835008 ( 2.5%)
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] 1/4558 ( 0.0%)
pakfile [variable] 211420/0 ( 0.0%)
physics [variable] 33405/4194304 ( 0.8%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 3501
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\ctf_industry_roof_topper_v5.bsp
6 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\ctf_industry_roof_topper_v5.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\ctf_industry_roof_topper_v5.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -windowed -noborder -w 1920 -h 1080 -novid -high -console +map "ctf_industry_roof_topper_v5" -steam
 

chandlerj333

L1: Registered
Jan 7, 2015
22
1
Could it be that the the location of the skybox geometry in relation to the camera hides it under the playable area? The skybox also looks pretty small; I don't know if that could cause issues.
 

Croc Snipe

L1: Registered
Oct 25, 2020
26
2
Could it be that the the location of the skybox geometry in relation to the camera hides it under the playable area? The skybox also looks pretty small; I don't know if that could cause issues.

And what decimal I should I size to?