2D Skybox Hall of Mirrors Effect

Mar 2, 2018
124
4
I have a 3D skybox in my map that works fine but the 2D skybox (doesn't matter which one I use) has a hall of mirrors effect.
I have no lights and am using mat_fullbright 1, I've tested whether adding lights would help but it did not.
I don't have any leaks my compile log is clean but here it is anyways:
ezgif-3-78ef92fdbf.gif

** Executing...
** Command: "path"
** Parameters: -game "path" "pathmapname"

Valve Software - vbsp.exe (Jun 21 2018)
8 threads
materialPath: path\materials
Loading pathmapname.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/mapname/egypt/sand_floor_blend_04_wvt_patch
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...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing pathmapname.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 (0) (95642 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 249 texinfos to 153
Reduced 13 texdatas to 11 (303 bytes to 255)
Writing pathmapname.bsp
Wrote ZIP buffer, estimated size 544, actual size 464
0 seconds elapsed

** Executing...
** Command: "path"
** Parameters: -game "path" "pathmapname"

Valve Software - vvis.exe (Jun 21 2018)
8 threads
reading pathmapname.bsp
reading pathmapname.prt
116 portalclusters
173 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: 1162
Average clusters visible: 10
Building PAS...
Average clusters audible: 16
visdatasize:2404 compressed from 3712
writing pathmapname.bsp
0 seconds elapsed

** Executing...
** Command: "path"
** Parameters: -game "path" "pathmapname"

Valve Software - vrad.exe SSE (Jun 21 2018)

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

[56 texlights parsed from 'lights.rad']

Loading pathmapname.bsp
Setting up ray-trace acceleration structure... Done (0.05 seconds)
675 faces
272597 square feet [39253988.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
675 patches before subdivision
5377 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 192390, max 175
transfer lists: 1.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0014 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 42/1024 2016/49152 ( 4.1%)
brushes 211/8192 2532/98304 ( 2.6%)
brushsides 1694/65536 13552/524288 ( 2.6%)
planes 1028/65536 20560/1310720 ( 1.6%)
vertexes 1085/65536 13020/786432 ( 1.7%)
nodes 576/65536 18432/2097152 ( 0.9%)
texinfos 153/12288 11016/884736 ( 1.2%)
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 675/65536 37800/3670016 ( 1.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 468/65536 26208/3670016 ( 0.7%)
leaves 619/65536 19808/2097152 ( 0.9%)
leaffaces 734/65536 1468/131072 ( 1.1%)
leafbrushes 393/65536 786/131072 ( 0.6%)
areas 9/256 72/2048 ( 3.5%)
surfedges 4976/512000 19904/2048000 ( 1.0%)
edges 2735/256000 10940/1024000 ( 1.1%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 44/32768 440/327680 ( 0.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 666/65536 1332/131072 ( 1.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 169688/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 2404/16777216 ( 0.0%)
entdata [variable] 13681/393216 ( 3.5%)
LDR ambient table 619/65536 2476/262144 ( 0.9%)
HDR ambient table 619/65536 2476/262144 ( 0.9%)
LDR leaf ambient 371/65536 10388/1835008 ( 0.6%)
HDR leaf ambient 619/65536 17332/1835008 ( 0.9%)
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] 1/12 ( 8.3%)
pakfile [variable] 464/0 ( 0.0%)
physics [variable] 95642/4194304 ( 2.3%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 1670
Writing pathmapname.bsp
0 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "pathess 2\tf\maps\mapname.bsp"
 
Last edited:

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Put it on pastebin please
Not necessary. A spoiler would do just as well.

He's referring to the compile log, btw. It tends to take up lots of room on a page.
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
What's with the path commands?

Code:
** Executing...
** Command: "path"
** Parameters: -game "path" "pathmapname"
Code:
** Executing...
** Command: Copy File
** Parameters: "pathess 2\tf\maps\mapname.bsp"
 
Mar 2, 2018
124
4
What's with the path commands?

Code:
** Executing...
** Command: "path"
** Parameters: -game "path" "pathmapname"
Code:
** Executing...
** Command: Copy File
** Parameters: "pathess 2\tf\maps\mapname.bsp"
I just ran a quick and dirty find and replace on notepad to hide the map and folder names lol