Custom skybox problems

Discussion in 'Mapping Questions & Discussion' started by iWantcoal, Apr 21, 2014.

  1. iWantcoal

    iWantcoal L1: Registered

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    So, I created a custom skybox with Terragen. Followed exact steps described in the Valve wiki, but guess what, the textures show up as "invalid" in game (the texture preview looks fine in hammer, and sometimes work when applied to brushes).

    Screenshot: [​IMG]

    :( the checkerboard of doom everywhere.

    I tried a few options:
    -changing "UnlitGeneric" to "Sky"
    -compiling bmp to targa with different options
    -checking "Clamp C" "Clamp T" "No mipmap" and "No level of detail"
    -using VTEX

    None of them worked. I really need some help, this has given me way too much of a stall just to research.

    Download for the VMTs and VTFs
    [Mediafire.com]
     
  2. Pocket

    aa Pocket func_croc

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    Are your textures all named sky_somethinglt, sky_somethingrt, etc with sky_something set as the name of the skybox in the map?
     
  3. xzzy

    aa xzzy

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    UnlitGeneric is correct. I recently made a skybox using this in the vmt:

    Code:
    "UnlitGeneric"
    {
        "$basetexture" "skybox/metalskybk"
        "$nofog" 1
        "$ignorez" 1
    }
    
    Which worked fine. The last two characters of the vmt are significant, it HAS to be bk,dn,ft,lf,rt and up.

    The vtf files have nothing special, I just drug them over vtex.exe and it worked fine.

    Try putting your skybox materials in materials/skybox/mysky and see if that helps, I think the game was fussy about using my skybox until I did that but I don't remember for sure.
     
  4. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    What folder did you put the VMT/VTFs in? Your VMT has no path information for the $basetexture so the game will be looking for "...\materials\mvm_oceanlabXX.vtf"
     
  5. iWantcoal

    iWantcoal L1: Registered

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    Nevermind, restarting hammer fixed it. Wow, just got trolled major.
    Yes, I did put directional suffixes;
    Yes, they were in the right directory;


    Thread solved!
     
  6. iWantcoal

    iWantcoal L1: Registered

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    I kind of realized the issue here... My older textures came to work after compiling the map etc, while my new textures with the exact same settings are "invalid". Is there a way to make hammer "recognize" the new textures?
     
  7. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    No, refreshing textures in hammer is broken since steampipe, you need to relaunch it.
     
  8. Beetle

    Beetle L9: Fashionable Member

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    my model textures refresh without closing Hammer (most of the time)
     
  9. iWantcoal

    iWantcoal L1: Registered

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    Well, now I have another problem. The cubemaps display improperly (all orange) on 3d skybox water, is that normal? (or am I missing something? I have env_cubemaps everywhere!)
     
  10. sevin

    aa sevin

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    Did you make sure to build them? Did you set mat_specular to 0 when you built the cubemaps?
     
  11. iWantcoal

    iWantcoal L1: Registered

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    I did have specular on 1.

    Is there a parameter that might cause one of the sides of a skybox to look lighter than others?