I cant get my 3d skybox to work

soylent robot

L420: High Member
May 26, 2009
499
394
AS you may have guessed, I cant get my 3d skybox to work properly, even though I followed the tutorials to the letter. The props in my little skybox section dont appear in the actual map, and when i face a particular direction the sky does the weird leak thing with the repeated images. Can anyone tell me what Im doing wrong?
 

soylent robot

L420: High Member
May 26, 2009
499
394
Okay, Ive done that and this red line appears

http://i1018.photobucket.com/albums/af301/scuzgob/skyboxleak.jpg?t=1250525038

I thought the red line was supposed to go from an entity like a light and travel to the leak, but here its just sticking out the top of my skybox. Its not "inside" the map at all and its not leading anywhere. When I zoom in the line is not actually touching anything. Whats going on?
 

soylent robot

L420: High Member
May 26, 2009
499
394
Here's my log (I compiled with VRAD & VIS on fast, not sure if that makes any difference)

** Executing...
** Command: "c:\program files\steam\steamapps\darkerthedragon\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\darkerthedragon\team fortress 2\tf" "C:\Program Files\Steam\SteamApps\darkerthedragon\sourcesdk_content\tf\mapsrc\cp_devils_canyon_v1"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files\steam\steamapps\darkerthedragon\team fortress 2\tf\materials
Loading C:\Program Files\Steam\SteamApps\darkerthedragon\sourcesdk_content\tf\mapsrc\cp_devils_canyon_v1.vmf
Patching WVT material: maps/cp_devils_canyon_v1//lavablend_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity trigger_hurt (-6.00 138.00 4511.25) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-6656.0 6144.0 -671.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-6144.0 5908.0 -671.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-6144.0 5396.0 1893.3)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-6144.0 5396.0 -671.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-6144.0 5396.0 -3235.3)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-6656.0 4096.0 -671.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-6144.0 4608.0 -671.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-7680.0 6144.0 -671.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1126 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_01 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) (711950 bytes)
Error! To use model "models/weapons/w_models/w_toolbox.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/weapons/w_models/w_toolbox.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3114 texinfos to 1523
Reduced 182 texdatas to 155 (5745 bytes to 4570)
Writing C:\Program Files\Steam\SteamApps\darkerthedragon\sourcesdk_content\tf\mapsrc\cp_devils_canyon_v1.bsp
43 seconds elapsed
-0.050800 -1.690353 0.000000
0.101600 -1.690353 0.000000
-0.101600 -1.690353 0.000000
-0.101600 -1.370356 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "c:\program files\steam\steamapps\darkerthedragon\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\darkerthedragon\team fortress 2\tf" -fast "C:\Program Files\Steam\SteamApps\darkerthedragon\sourcesdk_content\tf\mapsrc\cp_devils_canyon_v1"

Valve Software - vvis.exe (May 19 2009)
fastvis = true
2 threads
reading c:\program files\steam\steamapps\darkerthedragon\sourcesdk_content\tf\mapsrc\cp_devils_canyon_v1.bsp
reading c:\program files\steam\steamapps\darkerthedragon\sourcesdk_content\tf\mapsrc\cp_devils_canyon_v1.prt
LoadPortals: couldn't read c:\program files\steam\steamapps\darkerthedragon\sourcesdk_content\tf\mapsrc\cp_devils_canyon_v1.prt


** Executing...
** Command: "c:\program files\steam\steamapps\darkerthedragon\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\darkerthedragon\team fortress 2\tf" -noextra "C:\Program Files\Steam\SteamApps\darkerthedragon\sourcesdk_content\tf\mapsrc\cp_devils_canyon_v1"

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\steam\steamapps\darkerthedragon\sourcesdk_content\tf\mapsrc\cp_devils_canyon_v1.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (15.83 seconds)
9112 faces
12 degenerate faces
9701457 square feet [1397009920.00 square inches]
45 Displacements
2295160 Square Feet [330503104.00 Square Inches]
sun extent from map=0.707107
sun extent from map=0.707107
167 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (84)
Build Patch/Sample Hash Table(s).....Done<0.1406 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (26)
FinalLightFace Done
0 of 14 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (75)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 53/1024 2544/49152 ( 5.2%)
brushes 1877/8192 22524/98304 (22.9%)
brushsides 12264/65536 98112/524288 (18.7%)
planes 6644/65536 132880/1310720 (10.1%)
vertexes 16056/65536 192672/786432 (24.5%)
nodes 2883/65536 92256/2097152 ( 4.4%)
texinfos 1523/12288 109656/884736 (12.4%)
texdata 155/2048 4960/65536 ( 7.6%)
dispinfos 45/0 7920/0 ( 0.0%)
disp_verts 8013/0 160260/0 ( 0.0%)
disp_tris 13824/0 27648/0 ( 0.0%)
disp_lmsamples 453891/0 453891/0 ( 0.0%)
faces 9112/65536 510272/3670016 (13.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6687/65536 374472/3670016 (10.2%)
leaves 2937/65536 93984/2097152 ( 4.5%)
leaffaces 12267/65536 24534/131072 (18.7%)
leafbrushes 3639/65536 7278/131072 ( 5.6%)
areas 4/256 32/2048 ( 1.6%)
surfedges 73272/512000 293088/2048000 (14.3%)
edges 46836/256000 187344/1024000 (18.3%)
LDR worldlights 166/8192 14608/720896 ( 2.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 1616/32768 16160/327680 ( 4.9%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 30153/65536 60306/131072 (46.0%)
cubemapsamples 60/1024 960/16384 ( 5.9%)
overlays 91/512 32032/180224 (17.8%)
LDR lightdata [variable] 8098256/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 130491/393216 (33.2%)
LDR ambient table 2937/65536 11748/262144 ( 4.5%)
HDR ambient table 2937/65536 11748/262144 ( 4.5%)
LDR leaf ambient 16894/65536 473032/1835008 (25.8%)
HDR leaf ambient 2937/65536 82236/1835008 ( 4.5%)
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] 1/93908 ( 0.0%)
pakfile [variable] 18377/0 ( 0.0%)
physics [variable] 711950/4194304 (17.0%)
physics terrain [variable] 25648/1048576 ( 2.4%)

Level flags = 0

Total triangle count: 28401
Writing c:\program files\steam\steamapps\darkerthedragon\sourcesdk_content\tf\mapsrc\cp_devils_canyon_v1.bsp
3 minutes, 27 seconds elapsed
-0.050800 -1.690353 0.000000
0.101600 -1.690353 0.000000
-0.101600 -1.690353 0.000000
-0.101600 -1.370356 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\SteamApps\darkerthedragon\sourcesdk_content\tf\mapsrc\cp_devils_canyon_v1.bsp" "c:\program files\steam\steamapps\darkerthedragon\team fortress 2\tf\maps\cp_devils_canyon_v1.bsp"
 

re1wind

aa
Aug 12, 2009
644
588
Entity trigger_hurt (-6.00 138.00 4511.25) leaked!

copy the coordinates -> view -> go to coordinates -> paste -> enter.

That will move your 3D camera to where the leak is occurring. Trigger_hurt have a circular "centre" object that you can move around, and that being outside of your map is your problem. :)
 
Last edited:

Ninjilla

L420: High Member
Sep 13, 2008
445
116
Yeah, I recently learned that when a line is outside the map, the entity still sticks out, just not visually. Friggin' waterfalls <.<
 

soylent robot

L420: High Member
May 26, 2009
499
394
Entity trigger_hurt (-6.00 138.00 4511.25) leaked!

copy the coordinates -> view -> go to coordinates -> paste -> enter.

That will move your 3D camera to where the leak is occurring. Trigger_hurt have a circular "centre" object that you can move around, and that being outside of your map is your problem. :)

That was the problem, even though the trigger_hurt was inside I must have accidentally moved the little circle outside. Thanks!