Having trouble with skies and HDR

Spamdini

L2: Junior Member
Jan 19, 2008
61
1
hey guys, im not an "inexperienced" mapper per say but ive never come across this error before...

----------------------------

materialPath: c:\program files (x86)\steam\steamapps\tristanborys@hotmail.com\team fortress 2\tf\materials
Loading E:\Maps\cp_tower\cp_tower.vmf
Patching WVT material: maps/cp_tower/nature/blendgroundtogravel001_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 84 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\Maps\cp_tower\cp_tower.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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) (124215 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 404 texinfos to 203
Reduced 28 texdatas to 28 (617 bytes to 617)
Writing E:\Maps\cp_tower\cp_tower.bsp
1 second elapsed

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so i dont know what to do really. also i took some screen shots of what is happening to the lighting/HDR in my map. basically everything that is supposed to be metallic or reflectiev is UBER shiny.

any ideas?
 

drp

aa
Oct 25, 2007
2,273
2,628
have you tried verifying your files? a leak maybe?
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
You need to add an env_cubemap entity
Then ingame you need to type "Buildcubemaps" in the console.
then you need to reload your game and it should work fine after that
 

Spamdini

L2: Junior Member
Jan 19, 2008
61
1
i dont have any leaks i know that, i did buildcubemaps, but i didnt reload the map after ill give that a shot
 

ChickenHunter

L4: Comfortable Member
Feb 12, 2008
163
13
btw that map looks awesome! why didnt i think of that :sad:
 

Spamdini

L2: Junior Member
Jan 19, 2008
61
1
thanks chickenhunter...

k, so as for the overbrightness, everything that is meant to reflect works ok now, but wherever there is sunlight it is still super bright any ideas?
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Env_tonemapcontroller + a logic_auto that tells it to have a lower max exposiure.
 

Spamdini

L2: Junior Member
Jan 19, 2008
61
1
ok, would it be possible to go into greater detail or link me to where it does about this because i don't really know what to do at this point with what youve given me.

thanks in advance.
 

Fragimus_Max

L3: Member
Jan 13, 2008
146
57
Maybe try typing "sv_cheats 1" before "buildcubemaps".

For some reason, that's helped me with certain lighting oddities.
 

Spamdini

L2: Junior Member
Jan 19, 2008
61
1
ok i did the env_tonemap_controller based on some tuts i found on wiki, didnt really work. infact all it did was sorta screw up my settings. for some reason now im my video option when i put a checkmark in "Use Bloom (if available)" the checkmark doesnt stay...wtf.

any other ideas on this problem? can someone list me the default settings (join a game and check, or check ur config) for all the mat_hdrxxxxx and mat_bloomxxxx related cvars?
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
ok i did the env_tonemap_controller based on some tuts i found on wiki, didnt really work. infact all it did was sorta screw up my settings. for some reason now im my video option when i put a checkmark in "Use Bloom (if available)" the checkmark doesnt stay...wtf.

This IS how to solve those walls being too bright, you just have to get the setting right. If you have a decompiled TF2 map just copy/paste the logic auto stuff from there.
As for the Use bloom checkmark, mine has never stayed checked, I just ignore it
 

fartron

L1: Registered
Jan 27, 2008
45
11
Doing cubemaps right is important. I have a method that I'm eventually going to refine into a .CFG file to automate for me.

Code:
disconnect
mat_specular 0
mat_hdr_level 0
map YOUR_MAP
buildcubemaps
disconnect
mat_hdr_level 2
map YOUR_MAP
buildcubemaps
disconnect
mat_specular 1

After this load it up again to see the cubemaps in action. If doing it carefully hasn't fixed the problem, I'd check that you've got your cubemaps ents well located. That valve wiki link talks some about positioning. You can also manually link specific cubemap ents to specific brush surfaces, and test the changes of different positioning.
 

Spamdini

L2: Junior Member
Jan 19, 2008
61
1
Doing cubemaps right is important. I have a method that I'm eventually going to refine into a .CFG file to automate for me.

Code:
disconnect
mat_specular 0
mat_hdr_level 0
map YOUR_MAP
buildcubemaps
disconnect
mat_hdr_level 2
map YOUR_MAP
buildcubemaps
disconnect
mat_specular 1

After this load it up again to see the cubemaps in action. If doing it carefully hasn't fixed the problem, I'd check that you've got your cubemaps ents well located. That valve wiki link talks some about positioning. You can also manually link specific cubemap ents to specific brush surfaces, and test the changes of different positioning.

all these things u list here are console commands that i simply type in? do they affect my permanent settings? or do they just change for that game that i run them in.
 

fartron

L1: Registered
Jan 27, 2008
45
11
The mat_ commands are the only ones that get written to your config.cfg. You have to turn off specular though, and you have to compile the cubemaps twice, once with HDR off and once with HDR on. By the end of those commands, you should be back where you started.

If you're concerned, you can type the variable names without the numbers after them to see what they're set to before you've changed anything.