Error with map lighting / skybox

Discussion in 'Mapping Questions & Discussion' started by klu, Jul 14, 2010.

  1. klu

    klu L1: Registered

    Messages:
    15
    Positive Ratings:
    0
    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:

    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.
     
  2. Micnax

    aa Micnax I maek map

    Messages:
    2,061
    Positive Ratings:
    1,396
    The Skybox VTF errors are normal for everyone, you can ignore those.

    Are you sure your lights are bright enough? An average light's brightness is around 800-1000.
     
    • Thanks Thanks x 1
  3. klu

    klu L1: Registered

    Messages:
    15
    Positive Ratings:
    0
    Thanks, brightness is 800.

    I've attached a screenshot of the light.