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3d skybox not rendering

Discussion in 'Mapping Questions & Discussion' started by Lampenpam, Dec 8, 2014.

  1. Lampenpam

    aa Lampenpam

    Messages:
    1,019
    Positive Ratings:
    341
    So I was working on a little map for the detail contest and for some reason I can't bring the 3d skybox to work. There should be 2 large brushes and a particle effect in the skybox but in-game they only show up when I noclip in the skybox, like I have r_3dsky set to 0, which is not the case of course.

    So what can cause the 3dskybox fail to render?





    Here is the compile log:


    ** Executing...
    ** Command: "C:\Users\Gianni\Saved Games\Steam\SteamApps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "C:\Users\Gianni\Saved Games\Steam\SteamApps\common\Team Fortress 2\tf" "c:\users\gianni\saved games\steam\steamapps\lampenpam\sourcesdk_content\tf\mapsrc\detail2014_lampenpam"

    Valve Software - vbsp.exe (Nov 20 2014)
    4 threads
    materialPath: C:\Users\Gianni\Saved Games\Steam\SteamApps\common\Team Fortress 2\tf\materials
    Loading c:\users\gianni\saved games\steam\steamapps\lampenpam\sourcesdk_content\tf\mapsrc\detail2014_lampenpam.vmf
    Patching WVT material: maps/detail2014_lampenpam/cp_mountainlab/nature/blendrocktograss002_wvt_patch
    Patching WVT material: maps/detail2014_lampenpam/dev/dev_blendmeasure_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 c:\users\gianni\saved games\steam\steamapps\lampenpam\sourcesdk_content\tf\mapsrc\detail2014_lampenpam.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_skylab_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_skylab_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) (13459 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Water found with no water_lod_control entity, creating a default one.
    Compacting texture/material tables...
    Reduced 145 texinfos to 40
    Reduced 15 texdatas to 11 (506 bytes to 301)
    Writing c:\users\gianni\saved games\steam\steamapps\lampenpam\sourcesdk_content\tf\mapsrc\detail2014_lampenpam.bsp
    6 seconds elapsed

    ** Executing...
    ** Command: "C:\Users\Gianni\Saved Games\Steam\SteamApps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "C:\Users\Gianni\Saved Games\Steam\SteamApps\common\Team Fortress 2\tf" "c:\users\gianni\saved games\steam\steamapps\lampenpam\sourcesdk_content\tf\mapsrc\detail2014_lampenpam"

    Valve Software - vvis.exe (Nov 20 2014)
    4 threads
    reading c:\users\gianni\saved games\steam\steamapps\lampenpam\sourcesdk_content\tf\mapsrc\detail2014_lampenpam.bsp
    reading c:\users\gianni\saved games\steam\steamapps\lampenpam\sourcesdk_content\tf\mapsrc\detail2014_lampenpam.prt
    65 portalclusters
    198 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: 4097
    Average clusters visible: 63
    Building PAS...
    Average clusters audible: 63
    visdatasize:1682 compressed from 2080
    writing c:\users\gianni\saved games\steam\steamapps\lampenpam\sourcesdk_content\tf\mapsrc\detail2014_lampenpam.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: "C:\Users\Gianni\Saved Games\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "C:\Users\Gianni\Saved Games\Steam\SteamApps\common\Team Fortress 2\tf" "c:\users\gianni\saved games\steam\steamapps\lampenpam\sourcesdk_content\tf\mapsrc\detail2014_lampenpam"

    Valve Software - vrad.exe SSE (Nov 20 2014)

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

    Loading c:\users\gianni\saved games\steam\steamapps\lampenpam\sourcesdk_content\tf\mapsrc\detail2014_lampenpam.bsp
    Setting up ray-trace acceleration structure... Done (1.28 seconds)
    208 faces
    754685 square feet [108674752.00 square inches]
    76 Displacements
    127298 Square Feet [18330982.00 Square Inches]
    208 patches before subdivision
    9570 patches after subdivision
    sun extent from map=0.087156
    2 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (5)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
    transfers 139303, max 155
    transfer lists: 1.1 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(4044, 3250, 2824)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(1496, 1149, 850)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(119, 75, 43)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(61, 37, 19)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(5, 3, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(3, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0094 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
    FinalLightFace Done
    Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
    0 of 0 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (2)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 4/1024 192/49152 ( 0.4%)
    brushes 28/8192 336/98304 ( 0.3%)
    brushsides 172/65536 1376/524288 ( 0.3%)
    planes 316/65536 6320/1310720 ( 0.5%)
    vertexes 347/65536 4164/786432 ( 0.5%)
    nodes 175/65536 5600/2097152 ( 0.3%)
    texinfos 40/12288 2880/884736 ( 0.3%)
    texdata 11/2048 352/65536 ( 0.5%)
    dispinfos 76/0 13376/0 ( 0.0%)
    disp_verts 3748/0 74960/0 ( 0.0%)
    disp_tris 5600/0 11200/0 ( 0.0%)
    disp_lmsamples 362124/0 362124/0 ( 0.0%)
    faces 208/65536 11648/3670016 ( 0.3%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 114/65536 6384/3670016 ( 0.2%)
    leaves 180/65536 5760/2097152 ( 0.3%)
    leaffaces 166/65536 332/131072 ( 0.3%)
    leafbrushes 125/65536 250/131072 ( 0.2%)
    areas 3/256 24/2048 ( 1.2%)
    surfedges 1305/512000 5220/2048000 ( 0.3%)
    edges 820/256000 3280/1024000 ( 0.3%)
    LDR worldlights 2/8192 176/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 2/32768 24/393216 ( 0.0%)
    waterstrips 2/32768 20/327680 ( 0.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 24/65536 48/131072 ( 0.0%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 1527232/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 1682/16777216 ( 0.0%)
    entdata [variable] 5571/393216 ( 1.4%)
    LDR ambient table 180/65536 720/262144 ( 0.3%)
    HDR ambient table 180/65536 720/262144 ( 0.3%)
    LDR leaf ambient 1011/65536 28308/1835008 ( 1.5%)
    HDR leaf ambient 180/65536 5040/1835008 ( 0.3%)
    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] 1/806308 ( 0.0%)
    dtl prp lght [variable] 1/4 (25.0%)
    HDR dtl prp lght [variable] 1/4 (25.0%)
    static props [variable] 1/9114 ( 0.0%)
    pakfile [variable] 83432/0 ( 0.0%)
    physics [variable] 13459/4194304 ( 0.3%)
    physics terrain [variable] 18618/1048576 ( 1.8%)

    Level flags = 0

    Total triangle count: 433
    Writing c:\users\gianni\saved games\steam\steamapps\lampenpam\sourcesdk_content\tf\mapsrc\detail2014_lampenpam.bsp
    16 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "c:\users\gianni\saved games\steam\steamapps\lampenpam\sourcesdk_content\tf\mapsrc\detail2014_lampenpam.bsp" "C:\Users\Gianni\Saved Games\Steam\SteamApps\common\Team Fortress 2\tf\maps\detail2014_lampenpam.bsp"
     
  2. Lampenpam

    aa Lampenpam

    Messages:
    1,019
    Positive Ratings:
    341
    Oh man, the solution was obvious. Why didn't I think of that before?
    I was using 2d-skybox textures. Must have missclicked in the material browser *facepalm*
     
  3. Muddy

    aa Muddy Muddy

    Messages:
    2,396
    Positive Ratings:
    4,249
    I thought about asking if you were using the 2d skybox textures, but I figured it would've been too obvious. Bah.