Cant build default cubemaps | Frontline content

Discussion in 'Mapping Questions & Discussion' started by Turnip, Nov 11, 2016.

  1. Turnip

    aa Turnip The 80s Vegetable

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    I am trying to use skybox: sky_triage_01
    The skybox itself is working, but it cant find any files to build the default cubemaps and any texture using reflections is using the checkered box.

    koth_normanndy_pro_b10002.jpg koth_normanndy_pro_b10000.jpg

    Starting a 'Normal' compile.
    Starting compilation of G:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_normanndy_pro_b1.vmf
    Valve Software - vbsp.exe (Nov 10 2016)
    4 threads
    materialPath: G:\SteamLibrary\steamapps\common\Team Fortress 2\tf\materials
    Loading G:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_normanndy_pro_b1.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/koth_normanndy_pro_b1/nature/blendgrassground001_wvt_patch
    Patching WVT material: maps/koth_normanndy_pro_b1/nature/blendwetmudground004b_wvt_patch
    Patching WVT material: maps/koth_normanndy_pro_b1/nature/blendrockgroundwallforest_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...Wrote G:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_normanndy_pro_b1.lin
    Areaportal leak ! File: G:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_normanndy_pro_b1.lin
    Brush 60397: areaportal brush doesn't touch two areas

    Brush 60395: areaportal brush doesn't touch two areas

    Brush 60393: areaportal brush doesn't touch two areas
    done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 290 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing G:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_normanndy_pro_b1.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_triage_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_triage_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_triage_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_triage_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 (0) (457940 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 1441 texinfos to 914
    Reduced 162 texdatas to 150 (3907 bytes to 3405)
    Writing G:\SteamLibrary\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_normanndy_pro_b1.bsp
    Wrote ZIP buffer, estimated size 6207, actual size 4787
    10 seconds elapsed
    Valve Software - vvis.exe (Nov 2 2016)
    4 threads
    reading g:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_normanndy_pro_b1.bsp
    reading g:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_normanndy_pro_b1.prt
    311 portalclusters
    693 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: 326 visible clusters (1.07%)
    Total clusters visible: 30513
    Average clusters visible: 98
    Building PAS...
    Average clusters audible: 253
    visdatasize:23685 compressed from 24880
    writing g:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_normanndy_pro_b1.bsp
    0 seconds elapsed
    Valve Software - vrad.exe SSE (Nov 2 2016)

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

    [56 texlights parsed from 'lights.rad']

    Loading g:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_normanndy_pro_b1.bsp
    Setting up ray-trace acceleration structure... Done (3.81 seconds)
    3602 faces
    988451 square feet [142336976.00 square inches]
    123 Displacements
    71247 Square Feet [10259619.00 Square Inches]
    3602 patches before subdivision
    75102 patches after subdivision
    sun extent from map=0.087156
    66 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (29)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (7)
    transfers 5430610, max 417
    transfer lists: 41.4 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(278177, 205908, 165159)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(33469, 22943, 16970)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(4797, 3029, 2087)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(757, 443, 290)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(131, 71, 45)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(24, 12, 7)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(5, 2, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0205 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (3)
    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 (3)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 49/1024 2352/49152 ( 4.8%)
    brushes 1272/8192 15264/98304 (15.5%)
    brushsides 8555/65536 68440/524288 (13.1%)
    planes 2982/65536 59640/1310720 ( 4.6%)
    vertexes 6997/65536 83964/786432 (10.7%)
    nodes 1153/65536 36896/2097152 ( 1.8%)
    texinfos 914/12288 65808/884736 ( 7.4%)
    texdata 150/2048 4800/65536 ( 7.3%)
    dispinfos 123/0 21648/0 ( 0.0%)
    disp_verts 7163/0 143260/0 ( 0.0%)
    disp_tris 10944/0 21888/0 ( 0.0%)
    disp_lmsamples 185544/0 185544/0 ( 0.0%)
    faces 3602/65536 201712/3670016 ( 5.5%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 2822/65536 158032/3670016 ( 4.3%)
    leaves 1203/65536 38496/2097152 ( 1.8%)
    leaffaces 4240/65536 8480/131072 ( 6.5%)
    leafbrushes 2163/65536 4326/131072 ( 3.3%)
    areas 5/256 40/2048 ( 2.0%)
    surfedges 30044/512000 120176/2048000 ( 5.9%)
    edges 20559/256000 82236/1024000 ( 8.0%)
    LDR worldlights 66/8192 5808/720896 ( 0.8%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 1/32768 12/393216 ( 0.0%)
    waterstrips 559/32768 5590/327680 ( 1.7%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 11538/65536 23076/131072 (17.6%)
    cubemapsamples 4/1024 64/16384 ( 0.4%)
    overlays 70/512 24640/180224 (13.7%)
    LDR lightdata [variable] 4795976/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 23685/16777216 ( 0.1%)
    entdata [variable] 64490/393216 (16.4%)
    LDR ambient table 1203/65536 4812/262144 ( 1.8%)
    HDR ambient table 1203/65536 4812/262144 ( 1.8%)
    LDR leaf ambient 6205/65536 173740/1835008 ( 9.5%)
    HDR leaf ambient 1203/65536 33684/1835008 ( 1.8%)
    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] 1/68532 ( 0.0%)
    pakfile [variable] 4787/0 ( 0.0%)
    physics [variable] 457940/4194304 (10.9%)
    physics terrain [variable] 22173/1048576 ( 2.1%)

    Level flags = 0

    Total triangle count: 11482
    Writing g:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_normanndy_pro_b1.bsp
    47 seconds elapsed
    Finding sources of game content...
    Found search paths...
    Found wildcard path: G:\SteamLibrary\steamapps\common\Team Fortress 2\tf\custom\
    Found search path: G:\SteamLibrary\steamapps\common\Team Fortress 2\tf
    Found search path: G:\SteamLibrary\steamapps\common\Team Fortress 2\tf\bin
    Found search path: G:\SteamLibrary\steamapps\common\Team Fortress 2\tf\download
    Reading BSP...
    Initializing pak file...
    Writing file list...
    Running bspzip...
    Finished packing!
    ---------------------
    134 materials added
    71 models added
    0 particle files added
    0 sounds added
    additional files:
    ---------------------
    File koth_normanndy_pro_b1.bsp copied to G:\SteamLibrary\steamapps\common\Team Fortress 2\tf\maps
    'Normal' compile finished in 00:01:06
    4 errors/warnings logged:
    (1) - (Warning)
    (2) - (Warning)
    (3) - (Caution)
    (4) - (Caution)
     
  2. Malachite Man

    Malachite Man L6: Sharp Member

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    I do not think that is suppose to be there.
     
  3. Turnip

    aa Turnip The 80s Vegetable

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    The 4 errors, had to do with broken area portals.
    The 2nd one was the cubemaps issue.
     
  4. Malachite Man

    Malachite Man L6: Sharp Member

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  5. Turnip

    aa Turnip The 80s Vegetable

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    It doesnt explain how to fix the cubemaps, thats the first thing I check before I even think theres a problem with a map.
     
  6. Narpas

    Narpas L4: Comfortable Member

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    I'm pretty sure that happens with every skybox in TF2; it's just a bug with the game. If you want to verify this, you can simply test out your map with a different skybox, i.e. sky_tf2_04.
     
  7. killohurtz

    aa killohurtz Distinction in Applied Carving

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    You have to build your own cubemaps. Default cubemaps have been broken in TF2 since the beginning, and while they are the cause of this issue, they are not fixable.

    You should also work on that areaportal leak.
     
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  8. Pocket

    aa Pocket func_croc

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    On that note, could we get an update to CompilePal that automatically hides that message? Nobody needs to know about it anyway.
     
    • Respectfully Disagree Respectfully Disagree x 1