Default skybox problem,

Discussion in 'Mapping Questions & Discussion' started by ggggass, Nov 5, 2016.

  1. ggggass

    ggggass L1: Registered

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    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
     
  2. Vel0city

    aa Vel0city func_fish

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    And how is this giving you a problem?
     
  3. ggggass

    ggggass L1: Registered

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    I do not know.
    How to fix it?



    Full compile :


    ** Executing...
    ** Command: "E:\steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "E:\steam\steamapps\common\Team Fortress 2\tf" "c:\users\user\desktop\tesztmapv5\test5"

    Valve Software - vbsp.exe (Nov 2 2016)
    8 threads
    materialPath: E:\steam\steamapps\common\Team Fortress 2\tf\materials
    Loading c:\users\user\desktop\tesztmapv5\test5.vmf
    Patching WVT material: maps/test5/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)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing c:\users\user\desktop\tesztmapv5\test5.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04 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) (2302 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 7 texinfos to 4
    Reduced 3 texdatas to 2 (81 bytes to 60)
    Writing c:\users\user\desktop\tesztmapv5\test5.bsp
    Wrote ZIP buffer, estimated size 461, actual size 381
    0 seconds elapsed

    ** Executing...
    ** Command: "E:\steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "E:\steam\steamapps\common\Team Fortress 2\tf" "c:\users\user\desktop\tesztmapv5\test5"

    Valve Software - vvis.exe (Nov 2 2016)
    8 threads
    reading c:\users\user\desktop\tesztmapv5\test5.bsp
    reading c:\users\user\desktop\tesztmapv5\test5.prt
    4 portalclusters
    4 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: 16
    Average clusters visible: 4
    Building PAS...
    Average clusters audible: 4
    visdatasize:44 compressed from 64
    writing c:\users\user\desktop\tesztmapv5\test5.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: "E:\steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "E:\steam\steamapps\common\Team Fortress 2\tf" "c:\users\user\desktop\tesztmapv5\test5"

    Valve Software - vrad.exe SSE (Nov 2 2016)

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

    [56 texlights parsed from 'lights.rad']

    Loading c:\users\user\desktop\tesztmapv5\test5.bsp
    Setting up ray-trace acceleration structure... Done (0.00 seconds)
    16 faces
    28560 square feet [4112768.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    16 patches before subdivision
    1528 patches after subdivision
    0 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
    transfers 106368, max 192
    transfer lists: 0.8 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0008 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
    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 (0)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 1/1024 48/49152 ( 0.1%)
    brushes 6/8192 72/98304 ( 0.1%)
    brushsides 36/65536 288/524288 ( 0.1%)
    planes 40/65536 800/1310720 ( 0.1%)
    vertexes 35/65536 420/786432 ( 0.1%)
    nodes 27/65536 864/2097152 ( 0.0%)
    texinfos 4/12288 288/884736 ( 0.0%)
    texdata 2/2048 64/65536 ( 0.1%)
    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 16/65536 896/3670016 ( 0.0%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 6/65536 336/3670016 ( 0.0%)
    leaves 29/65536 928/2097152 ( 0.0%)
    leaffaces 16/65536 32/131072 ( 0.0%)
    leafbrushes 16/65536 32/131072 ( 0.0%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 88/512000 352/2048000 ( 0.0%)
    edges 57/256000 228/1024000 ( 0.0%)
    LDR worldlights 0/8192 0/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 0/32768 0/327680 ( 0.0%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 0/65536 0/131072 ( 0.0%)
    cubemapsamples 1/1024 16/16384 ( 0.1%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 52320/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 44/16777216 ( 0.0%)
    entdata [variable] 352/393216 ( 0.1%)
    LDR ambient table 29/65536 116/262144 ( 0.0%)
    HDR ambient table 29/65536 116/262144 ( 0.0%)
    LDR leaf ambient 4/65536 112/1835008 ( 0.0%)
    HDR leaf ambient 29/65536 812/1835008 ( 0.0%)
    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] 1/12 ( 8.3%)
    pakfile [variable] 381/0 ( 0.0%)
    physics [variable] 2302/4194304 ( 0.1%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 32
    Writing c:\users\user\desktop\tesztmapv5\test5.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "c:\users\user\desktop\tesztmapv5\test5.bsp" "E:\steam\steamapps\common\Team Fortress 2\tf\maps\test5.bsp"


    ** Executing...
    ** Command: "E:\steam\steamapps\common\Team Fortress 2\hl2.exe"
    ** Parameters: -dev -console -allowdebug -game "E:\steam\steamapps\common\Team Fortress 2\tf" +map "test5"
     
  4. Another Bad Pun

    Server Staff Another Bad Pun learning to fly

    Messages:
    577
    Positive Ratings:
    1,175
    That's a standard error that comes with every TF2 map. There's no need to fix it, as it doesn't actually do anything.
     
    • Agree Agree x 3