About my skybox not loading in map

Discussion in 'Mapping Questions & Discussion' started by Inky The Moth, Nov 25, 2018.

  1. Inky The Moth

    Inky The Moth L1: Registered

    Messages:
    5
    Positive Ratings:
    4
    Hi, I am a recent tf2 mapper and I have been having problems with the hammer editor being unable to find the skybox whenever I am compiling the map. Additionally it also is saying it can't find the surfaceprop rock/wood material for some things, I was wondering what that was about that. It also mentions the skybox so maybe that has something to do with it? Not sure

    The exact log is below


    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_pillars.vmf"

    Valve Software - vbsp.exe (Aug 2 2018)
    2 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_pillars.vmf
    Can't find surfaceprop rock for material EGYPT/FLAT_WALL_02, using default
    Can't find surfaceprop wood for material CP_MANOR/WOOD_BEAM03B_BURNT, using default
    Can't find surfaceprop wood for material CP_MANOR/WOOD_FLOOR01, using default
    Can't find surfaceprop wood for material WOOD/WOOD_FLOOR002_GRAY, using default
    Can't find surfaceprop concrete for material CONCRETE/CONCRETEFLOOR005, using default
    Can't find surfaceprop rock for material EGYPT/GROUND_BRICK_01, using default
    Can't find surfaceprop sand for material EGYPT/SAND_FLOOR_BLEND_04_WITH_GRASS, using default
    Can't find surfaceprop tile for material SOHO/STREETFLOOR004, using default
    Can't find surfaceprop default_silent for material TOOLS/TOOLSSKYBOX, using default
    Can't find surfaceprop tile for material SOHO/STREETFLOOR004A, using default
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Can't find surfaceprop metal for material METAL/METALDOOR001, using default
    Patching WVT material: maps/koth_pillars/egypt/sand_floor_blend_04_with_grass_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)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_pillars.prt...Building visibility clusters...
    done (0)
    *** 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) (194992 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 820 texinfos to 585
    Reduced 26 texdatas to 25 (662 bytes to 625)
    Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_pillars.bsp
    Wrote ZIP buffer, estimated size 601, actual size 521
    1 second elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_pillars"

    Valve Software - vvis.exe (Aug 2 2018)
    2 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_pillars.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_pillars.prt
    994 portalclusters
    3070 numportals
    BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
    PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (918)
    Optimized: 6042 visible clusters (1.43%)
    Total clusters visible: 422694
    Average clusters visible: 425
    Building PAS...
    Average clusters audible: 983
    visdatasize:239620 compressed from 254464
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_pillars.bsp
    15 minutes, 19 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_pillars"

    Valve Software - vrad.exe SSE (Jul 18 2018)

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

    [56 texlights parsed from 'lights.rad']

    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_pillars.bsp
    Setting up ray-trace acceleration structure... Done (0.84 seconds)
    3861 faces
    2555288 square feet [367961536.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    3861 patches before subdivision
    105807 patches after subdivision
    light has _fifty_percent_distance of 422.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    sun extent from map=0.087156
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 475.000000 but _zero_percent_distance of 0.000000
    light has _fifty_percent_distance of 422.000000 but _zero_percent_distance of 0.000000
    47 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (43)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (24)
    transfers 10053687, max 1028
    transfer lists: 76.7 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(1772413, 1130731, 530144)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(327386, 195485, 92691)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #3 added RGB(81628, 45532, 22524)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(26397, 14008, 7231)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(10151, 4915, 2482)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(4301, 1869, 898)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #7 added RGB(1897, 724, 325)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(857, 286, 119)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(391, 113, 43)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(180, 45, 16)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #11 added RGB(83, 18, 6)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #12 added RGB(38, 7, 2)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added RGB(18, 3, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #14 added RGB(8, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #15 added RGB(4, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #16 added RGB(2, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #17 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0373 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (6)
    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 (10)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 39/1024 1872/49152 ( 3.8%)
    brushes 506/8192 6072/98304 ( 6.2%)
    brushsides 3210/65536 25680/524288 ( 4.9%)
    planes 1110/65536 22200/1310720 ( 1.7%)
    vertexes 5926/65536 71112/786432 ( 9.0%)
    nodes 2212/65536 70784/2097152 ( 3.4%)
    texinfos 585/12288 42120/884736 ( 4.8%)
    texdata 25/2048 800/65536 ( 1.2%)
    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 3861/65536 216216/3670016 ( 5.9%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 1940/65536 108640/3670016 ( 3.0%)
    leaves 2252/65536 72064/2097152 ( 3.4%)
    leaffaces 4300/65536 8600/131072 ( 6.6%)
    leafbrushes 1335/65536 2670/131072 ( 2.0%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 26226/512000 104904/2048000 ( 5.1%)
    edges 14421/256000 57684/1024000 ( 5.6%)
    LDR worldlights 47/8192 4136/720896 ( 0.6%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 430/32768 4300/327680 ( 1.3%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 7029/65536 14058/131072 (10.7%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 5601216/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 239620/16777216 ( 1.4%)
    entdata [variable] 40697/393216 (10.3%)
    LDR ambient table 2252/65536 9008/262144 ( 3.4%)
    HDR ambient table 2252/65536 9008/262144 ( 3.4%)
    LDR leaf ambient 13731/65536 384468/1835008 (21.0%)
    HDR leaf ambient 2252/65536 63056/1835008 ( 3.4%)
    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] 1/58032 ( 0.0%)
    pakfile [variable] 521/0 ( 0.0%)
    physics [variable] 194992/4194304 ( 4.6%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 10748
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_pillars.bsp
    1 minute, 28 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_pillars.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_pillars.bsp"
     
  2. Inky The Moth

    Inky The Moth L1: Registered

    Messages:
    5
    Positive Ratings:
    4
    btw if it is importaint I do run a config, maybe that has something to do with it?
     
  3. henke37

    aa henke37

    Messages:
    2,042
    Positive Ratings:
    490
    Something is wrong with your setup, those surfaceprops should be there.
     
  4. Da Spud Lord

    aa Da Spud Lord Occasionally I make maps

    Messages:
    1,290
    Positive Ratings:
    858
    I assume you're talking about this error, which is an error with all TF2 maps and skyboxes and something that only Valve can fix but they have neglected. This error only reflects cubemaps (reflections on shiny surfaces), and is fixed by manually building cubemaps.

    I'd be more worried about these errors:
    The surfaceprop error seems to be a problem with the compiler not recognizing certain surfaceprop types. Textures are associated with different surfaceprop types that tell the game engine what type of material to treat the texture as (wood, metal, stone, etc). Not sure why it isn't recognizing those surfaceprop types, as those are all official textures with official surfaceprop types that should be supported. I'm guessing your config is messing with the game files. I would start by verifying your TF2 files, and if that doesn't fix the problem, then remove your config, verify your files again, and see if it works.

    As per the light error, the problem seems to be that you've set the 50% falloff distance on a bunch of light entities to a number larger than the 0% falloff distance; effectively, this is saying that light cast from the entity should reach 50% brightness at 475HU, and should go completely dark beyond 0HU away from the light. How does a light entity reach 0% brightness at one distance, and then beyond that distance, reach 50% brightness? This is obviously a problem. I'd recommend either removing the 50% falloff distance or setting your 0% falloff distance to something beyond 475HU.
     
    • Agree Agree x 1