Error with map lighting / skybox

klu

L1: Registered
Nov 26, 2009
15
3
Hi guys,

wondering if you can shed some light on an issue I'm having.

Here's the compile log:

Code:
** Executing...
** Command: "c:\program files\steam\steamapps\*****\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\*****\team fortress 2\tf" "C:\Program Files\Steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_project.vmf"

Valve Software - vbsp.exe (Jul  7 2010)
2 threads
materialPath: c:\program files\steam\steamapps\*****\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_project.vmf
Patching WVT material: maps/cp_project/dev/dev_blendmeasure2_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\Steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_project.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_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) (40955 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 297 texinfos to 224
Reduced 10 texdatas to 9 (267 bytes to 245)
Writing C:\Program Files\Steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_project.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\*****\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\*****\team fortress 2\tf" "C:\Program Files\Steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_project"

Valve Software - vvis.exe (Jul  7 2010)
2 threads
reading c:\program files\steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_project.bsp
reading c:\program files\steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_project.prt
 419 portalclusters
1106 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 (34)
Optimized: 1754 visible clusters (0.00%)
Total clusters visible: 123269
Average clusters visible: 294
Building PAS...
Average clusters audible: 408
visdatasize:47200  compressed from 46928
writing c:\program files\steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_project.bsp
34 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\*****\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\steamapps\*****\team fortress 2\tf" "C:\Program Files\Steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_project"

Valve Software - vrad.exe SSE (Jul  7 2010)

      Valve Radiosity Simulator     
2 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_project.bsp
Setting up ray-trace acceleration structure... Done (0.17 seconds)
1148 faces
170953 square feet [24617310.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1148 patches before subdivision
14960 patches after subdivision
sun extent from map=0.000000
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (7)
transfers 1260664, max 395
transfer lists:   9.6 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(37639, 22343, 18027)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(6303, 1719, 681)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(1197, 199, 49)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(256, 20, 3)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(52, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #6 added RGB(12, 0, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(2, 0, 0)
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<0.0103 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 (14)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   1/1024           48/49152    ( 0.1%) 
brushes                107/8192         1284/98304    ( 1.3%) 
brushsides             869/65536        6952/524288   ( 1.3%) 
planes                 798/65536       15960/1310720  ( 1.2%) 
vertexes              1681/65536       20172/786432   ( 2.6%) 
nodes                  752/65536       24064/2097152  ( 1.1%) 
texinfos               224/12288       16128/884736   ( 1.8%) 
texdata                  9/2048          288/65536    ( 0.4%) 
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                 1148/65536       64288/3670016  ( 1.8%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              413/65536       23128/3670016  ( 0.6%) 
leaves                 754/65536       24128/2097152  ( 1.2%) 
leaffaces             1385/65536        2770/131072   ( 2.1%) 
leafbrushes            368/65536         736/131072   ( 0.6%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             7224/512000      28896/2048000  ( 1.4%) 
edges                 3923/256000      15692/1024000  ( 1.5%) 
LDR worldlights          2/8192          176/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips             83/32768         830/327680   ( 0.3%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          1641/65536        3282/131072   ( 2.5%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      397924/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       47200/16777216 ( 0.3%) 
entdata               [variable]         633/393216   ( 0.2%) 
LDR ambient table      754/65536        3016/262144   ( 1.2%) 
HDR ambient table      754/65536        3016/262144   ( 1.2%) 
LDR leaf ambient      3673/65536      102844/1835008  ( 5.6%) 
HDR leaf ambient       754/65536       21112/1835008  ( 1.2%) 
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]         387/0        ( 0.0%) 
physics               [variable]       40955/4194304  ( 1.0%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 3263
Writing c:\program files\steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_project.bsp
29 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\*****\sourcesdk_content\tf\mapsrc\cp_project.bsp" "c:\program files\steam\steamapps\*****\team fortress 2\tf\maps\cp_project.bsp"

This seems to be the important bit:

*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap!

It doesn't matter what sky I use, I still get the same error.

It causes the map to load in fullbright, when fullbright is turned off none of the lights work.

As far as I can tell there are no leaks, when I go to Map -> Load Pointfile there is no pointfile for this map.

Any ideas?

Thanks in advance.
 

klu

L1: Registered
Nov 26, 2009
15
3
Thanks, brightness is 800.

I've attached a screenshot of the light.