3D skybox, cannot be created on a new map!

Discussion in 'Mapping Questions & Discussion' started by Resistance, Sep 27, 2009.

  1. Resistance

    Resistance L2: Junior Member

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    For some reason I cannot create 3D skyboxes on new maps I want to create. I've created 3D skyboxes before and I have some saved maps where I can compile them and the 3D skybox shows up. However, it's been awhile since I created a new map, and whenever I try to create a new file with a 3D skybox, it does not show up when I compile and run the map for some reason.

    Note : (yes, i made sure r_3dsky was at 1 and made sure no visgroups where checked off when compiling and running).

    It doesn't make any sense to me why new maps I create do not show up the 3D skybox when I run in, yet older maps I've created with the 3D skybox do show up when I run it.
    ----------------------------------------

    Creating a 3Dskybox.

    1) create sky_camera at 0,0,0
    2) copy sky_camera + outer edges of map
    3) paste and shrink down to 1/16 w/ transform tool to .0625 on all scales
    4) Use brushes/displacements/or scaled models around reference geometry
    5) put a 2d skybox around reference geometry (of course main part of map needs one too)
    5) delete sky_camera in main part of map/reference geometry, make sure sky_camera is left alone in 3dskybox area.


    Am I missing something here?


    EDIT: Heres a compile log of a quick map I did to test trying to get the 3Dskybox working

    --------------------------------------------------------------------------------------------------------------------------------------------------'


    ** 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\3dskybox"

    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\3dskybox.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\3dskybox.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) (4851 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 37 texinfos to 13
    Reduced 2 texdatas to 2 (41 bytes to 41)
    Writing C:\Program Files\Valve\Steam\SteamApps\mukerjason@yahoo.com\sourcesdk_content\tf\mapsrc\3dskybox.bsp
    0 seconds 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\3dskybox"

    Valve Software - vvis.exe (May 19 2009)
    2 threads
    reading c:\program files\valve\steam\steamapps\mukerjason@yahoo.com\sourcesdk_content\tf\mapsrc\3dskybox.bsp
    reading c:\program files\valve\steam\steamapps\mukerjason@yahoo.com\sourcesdk_content\tf\mapsrc\3dskybox.prt
    7 portalclusters
    10 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: 37
    Average clusters visible: 5
    Building PAS...
    Average clusters audible: 5
    visdatasize:74 compressed from 112
    writing c:\program files\valve\steam\steamapps\mukerjason@yahoo.com\sourcesdk_content\tf\mapsrc\3dskybox.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\3dskybox"

    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\3dskybox.bsp
    Setting up ray-trace acceleration structure... Done (0.06 seconds)
    45 faces
    12225 square feet [1760503.13 square inches]
    13 Displacements
    2653 Square Feet [382092.06 Square Inches]
    45 patches before subdivision
    169 patches after subdivision
    3 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 423, max 30
    transfer lists: 0.0 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<0.0003 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 1/1024 48/49152 ( 0.1%)
    brushes 13/8192 156/98304 ( 0.2%)
    brushsides 78/65536 624/524288 ( 0.1%)
    planes 94/65536 1880/1310720 ( 0.1%)
    vertexes 93/65536 1116/786432 ( 0.1%)
    nodes 43/65536 1376/2097152 ( 0.1%)
    texinfos 13/12288 936/884736 ( 0.1%)
    texdata 2/2048 64/65536 ( 0.1%)
    dispinfos 13/0 2288/0 ( 0.0%)
    disp_verts 717/0 14340/0 ( 0.0%)
    disp_tris 1088/0 2176/0 ( 0.0%)
    disp_lmsamples 7836/0 7836/0 ( 0.0%)
    faces 45/65536 2520/3670016 ( 0.1%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 31/65536 1736/3670016 ( 0.0%)
    leaves 45/65536 1440/2097152 ( 0.1%)
    leaffaces 44/65536 88/131072 ( 0.1%)
    leafbrushes 27/65536 54/131072 ( 0.0%)
    areas 3/256 24/2048 ( 1.2%)
    surfedges 308/512000 1232/2048000 ( 0.1%)
    edges 195/256000 780/1024000 ( 0.1%)
    LDR worldlights 2/8192 176/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 0/32768 0/327680 ( 0.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 0/65536 0/131072 ( 0.0%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 32252/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 74/16777216 ( 0.0%)
    entdata [variable] 1032/393216 ( 0.3%)
    LDR ambient table 45/65536 180/262144 ( 0.1%)
    HDR ambient table 45/65536 180/262144 ( 0.1%)
    LDR leaf ambient 109/65536 3052/1835008 ( 0.2%)
    HDR leaf ambient 45/65536 1260/1835008 ( 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] 1/12 ( 8.3%)
    pakfile [variable] 105663/0 ( 0.0%)
    physics [variable] 4851/4194304 ( 0.1%)
    physics terrain [variable] 1881/1048576 ( 0.2%)

    Level flags = 0

    Total triangle count: 94
    Writing c:\program files\valve\steam\steamapps\mukerjason@yahoo.com\sourcesdk_content\tf\mapsrc\3dskybox.bsp
    1 second elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files\Valve\Steam\SteamApps\mukerjason@yahoo.com\sourcesdk_content\tf\mapsrc\3dskybox.bsp" "c:\program files\valve\steam\steamapps\mukerjason@yahoo.com\team fortress 2\tf\maps\3dskybox.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 "3dskybox"
     
    Last edited: Sep 27, 2009
  2. psihomir

    psihomir L4: Comfortable Member

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    Can you post your compile log for one of the maps that doesn't work properly?
     
  3. Resistance

    Resistance L2: Junior Member

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    It's wierd, that test map I made to try getting the 3d skybox working just now, is built EXACTLY like an older 5 month 3dskybox test map i made, yet only the older one works.
     
  4. psihomir

    psihomir L4: Comfortable Member

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    Strange, the compile log seems fine. I'm stumped. Maybe post the VMF if you're fine with it?
     
  5. Resistance

    Resistance L2: Junior Member

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  6. Darth Cyrax

    Darth Cyrax L2: Junior Member

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    you're using the 2d skybox tools texture, which is preventing the 3dskybox from appearing. you must use the normal skybox texture. tools/toolsskybox not tools/toolsskybox2d.
    To test it out I compiled with the normal skybox texture and the 3d skybox appeared just fine
     
  7. Resistance

    Resistance L2: Junior Member

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    er... /me /facepalm


    I had no idea that would override the 3dskybox.

    Thank you!