Compile error

That's the plan

L4: Comfortable Member
Jul 8, 2018
183
38
Every since scream fortress X, every time I try to run a custom map through hammer, I get a engine error that says "map has no textures" despite there being textures. Any help would be appreciated.
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
Could you post the compile log please?
 

That's the plan

L4: Comfortable Member
Jul 8, 2018
183
38
Could you post the compile log please?

** 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_waterfront_version_two_skybox_building_tunnel_edit_meh_mega_generator.vmf"

Valve Software - vbsp.exe (Aug 2 2018)
4 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_waterfront_version_two_skybox_building_tunnel_edit_meh_mega_generator.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)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 102 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_waterfront_version_two_skybox_building_tunnel_edit_meh_mega_generator.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_island_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_island_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_island_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_island_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) (94131 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 169 texinfos to 90
Reduced 12 texdatas to 10 (414 bytes to 221)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\koth_waterfront_version_two_skybox_building_tunnel_edit_meh_mega_generator.bsp
Wrote ZIP buffer, estimated size 1140, actual size 926
0 seconds 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_waterfront_version_two_skybox_building_tunnel_edit_meh_mega_generator"

Valve Software - vvis.exe (Aug 2 2018)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_waterfront_version_two_skybox_building_tunnel_edit_meh_mega_generator.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_waterfront_version_two_skybox_building_tunnel_edit_meh_mega_generator.prt
218 portalclusters
533 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 (1)
Optimized: 312 visible clusters (0.89%)
Total clusters visible: 35164
Average clusters visible: 161
Building PAS...
Average clusters audible: 218
visdatasize:14026 compressed from 13952
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_waterfront_version_two_skybox_building_tunnel_edit_meh_mega_generator.bsp
1 second 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_waterfront_version_two_skybox_building_tunnel_edit_meh_mega_generator"

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

Valve Radiosity Simulator
4 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_waterfront_version_two_skybox_building_tunnel_edit_meh_mega_generator.bsp
Setting up ray-trace acceleration structure... Done (0.13 seconds)
758 faces
135923 square feet [19572924.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
758 patches before subdivision
16032 patches after subdivision
sun extent from map=0.000000
23 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 1949795, max 488
transfer lists: 14.9 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(431709, 158783, 56403)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(146337, 23386, 3467)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(48252, 3139, 234)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(16485, 458, 24)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(5638, 64, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(1954, 9, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(680, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(239, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(84, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(30, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(11, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(4, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0046 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 (1)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/1024 96/49152 ( 0.2%)
brushes 286/8192 3432/98304 ( 3.5%)
brushsides 1951/65536 15608/524288 ( 3.0%)
planes 504/65536 10080/1310720 ( 0.8%)
vertexes 1132/65536 13584/786432 ( 1.7%)
nodes 498/65536 15936/2097152 ( 0.8%)
texinfos 90/12288 6480/884736 ( 0.7%)
texdata 10/2048 320/65536 ( 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 758/65536 42448/3670016 ( 1.2%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 418/65536 23408/3670016 ( 0.6%)
leaves 501/65536 16032/2097152 ( 0.8%)
leaffaces 986/65536 1972/131072 ( 1.5%)
leafbrushes 826/65536 1652/131072 ( 1.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 5282/512000 21128/2048000 ( 1.0%)
edges 3226/256000 12904/1024000 ( 1.3%)
LDR worldlights 23/8192 2024/720896 ( 0.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 63/32768 630/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1410/65536 2820/131072 ( 2.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 288896/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 14026/16777216 ( 0.1%)
entdata [variable] 10696/393216 ( 2.7%)
LDR ambient table 501/65536 2004/262144 ( 0.8%)
HDR ambient table 501/65536 2004/262144 ( 0.8%)
LDR leaf ambient 3092/65536 86576/1835008 ( 4.7%)
HDR leaf ambient 501/65536 14028/1835008 ( 0.8%)
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] 1/3832 ( 0.0%)
pakfile [variable] 926/0 ( 0.0%)
physics [variable] 94131/4194304 ( 2.2%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 2106
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\koth_waterfront_version_two_skybox_building_tunnel_edit_meh_mega_generator.bsp
5 seconds elapsed

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

That's the plan

L4: Comfortable Member
Jul 8, 2018
183
38
I know it mentions a skybox error, but that was there before, and the map still ran fine.
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
Have you tried using a shorter name? I've heard longer ones can cause issues. Do something like koth_waterfront_v2_a instead and try again
 

That's the plan

L4: Comfortable Member
Jul 8, 2018
183
38
Have you tried using a shorter name? I've heard longer ones can cause issues. Do something like koth_waterfront_v2_a instead and try again
Thanks for the suggestion, the name change worked