3D Skybox problem! -(can't find a fix).

Resistance

L2: Junior Member
Mar 24, 2009
55
1
So I followed the Tutorial for 3D skyboxes on this site [ame="http://forums.tf2maps.net/showthread.php?t=116"][TUTORIAL] Making a cool 3d skybox. - TF2Maps.net Forums[/ame] and it just wouldn't work. I thought maybe I'm doing something wrong, so I downloaded the .vmf file the OP made for the tutorial itself.

Even with the tutorial's own .vmf file for the 3D skybox, the 3D skybox still does not show up in game. It just shows a regular skybox. Here is the compile log from the tutorial's .vmf file.

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** Executing...
** Command: "c:\program files\valve\steam\steamapps\mukerjason@yahoo.com\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\mukerjason@yahoo.com\team fortress 2\tf" "C:\Program Files\Valve\Steam\SteamApps\mukerjason@yahoo.com\sourcesdk_content\tf\mapsrc\skytest"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files\valve\steam\steamapps\mukerjason@yahoo.com\team fortress 2\tf\materials
Loading C:\Program Files\Valve\Steam\SteamApps\mukerjason@yahoo.com\sourcesdk_content\tf\mapsrc\skytest.vmf
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Valve\Steam\SteamApps\mukerjason@yahoo.com\sourcesdk_content\tf\mapsrc\skytest.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_hydro_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_hydro_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) (8921 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 47 texinfos to 36
Reduced 4 texdatas to 4 (78 bytes to 78)
Writing C:\Program Files\Valve\Steam\SteamApps\mukerjason@yahoo.com\sourcesdk_content\tf\mapsrc\skytest.bsp
1 second elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\mukerjason@yahoo.com\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\mukerjason@yahoo.com\team fortress 2\tf" "C:\Program Files\Valve\Steam\SteamApps\mukerjason@yahoo.com\sourcesdk_content\tf\mapsrc\skytest"

Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\program files\valve\steam\steamapps\mukerjason@yahoo.com\sourcesdk_content\tf\mapsrc\skytest.bsp
reading c:\program files\valve\steam\steamapps\mukerjason@yahoo.com\sourcesdk_content\tf\mapsrc\skytest.prt
13 portalclusters
18 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: 145
Average clusters visible: 11
Building PAS...
Average clusters audible: 11
visdatasize:162 compressed from 208
writing c:\program files\valve\steam\steamapps\mukerjason@yahoo.com\sourcesdk_content\tf\mapsrc\skytest.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\valve\steam\steamapps\mukerjason@yahoo.com\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\mukerjason@yahoo.com\team fortress 2\tf" "C:\Program Files\Valve\Steam\SteamApps\mukerjason@yahoo.com\sourcesdk_content\tf\mapsrc\skytest"

Valve Software - vrad.exe SSE (May 19 2009)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\mukerjason@yahoo.com\sourcesdk_content\tf\mapsrc\skytest.bsp
Setting up ray-trace acceleration structure... Done (0.08 seconds)
95 faces
18631 square feet [2682958.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
95 patches before subdivision
879 patches after subdivision
3 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 10395, max 72
transfer lists: 0.1 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(1023, 828, 667)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(96, 71, 55)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(7, 4, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0005 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
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 1/1024 48/49152 ( 0.1%)
brushes 24/8192 288/98304 ( 0.3%)
brushsides 144/65536 1152/524288 ( 0.2%)
planes 126/65536 2520/1310720 ( 0.2%)
vertexes 210/65536 2520/786432 ( 0.3%)
nodes 78/65536 2496/2097152 ( 0.1%)
texinfos 36/12288 2592/884736 ( 0.3%)
texdata 4/2048 128/65536 ( 0.2%)
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 95/65536 5320/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 55/65536 3080/3670016 ( 0.1%)
leaves 80/65536 2560/2097152 ( 0.1%)
leaffaces 114/65536 228/131072 ( 0.2%)
leafbrushes 62/65536 124/131072 ( 0.1%)
areas 3/256 24/2048 ( 1.2%)
surfedges 706/512000 2824/2048000 ( 0.1%)
edges 434/256000 1736/1024000 ( 0.2%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 16/32768 160/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 246/65536 492/131072 ( 0.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 55088/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 162/16777216 ( 0.0%)
entdata [variable] 1055/393216 ( 0.3%)
LDR ambient table 80/65536 320/262144 ( 0.1%)
HDR ambient table 80/65536 320/262144 ( 0.1%)
LDR leaf ambient 266/65536 7448/1835008 ( 0.4%)
HDR leaf ambient 80/65536 2240/1835008 ( 0.1%)
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] 1/802 ( 0.1%)
pakfile [variable] 105659/0 ( 0.0%)
physics [variable] 8921/4194304 ( 0.2%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 296
Writing c:\program files\valve\steam\steamapps\mukerjason@yahoo.com\sourcesdk_content\tf\mapsrc\skytest.bsp
2 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\mukerjason@yahoo.com\sourcesdk_content\tf\mapsrc\skytest.bsp" "c:\program files\valve\steam\steamapps\mukerjason@yahoo.com\team fortress 2\tf\maps\skytest.bsp"


** Executing...
** Command: c:\program files\valve\steam\steam.exe
** Parameters: -applaunch 440 -game "c:\program files\valve\steam\steamapps\mukerjason@yahoo.com\team fortress 2\tf" -dev -console +sv_lan 1 +map "skytest"



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I cannot possible see why the 3D skybox doesn't show up, could there be some setting in Hammer that's causing it not to come up?
 

Resistance

L2: Junior Member
Mar 24, 2009
55
1
oh god... that was it! Thank you!

I don't know half the stuff that is in my autoexec.cfg lol. Interestingly enough, i searched for 2 hours on the internet and no one else seems to of had that happen.
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
This is why I tell people not to use any "fps config" which isn't commented...