Errors in the skybox

Discussion in 'Mapping Questions & Discussion' started by InFlandersField, Jul 4, 2015.

  1. InFlandersField

    InFlandersField L1: Registered

    Messages:
    12
    Positive Ratings:
    0
    I do not know what my problem is
    Code:
    ** 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\bin\maps\koth_water\arena_water_a1.vmf"
    
    Valve Software - vbsp.exe (Jul  2 2015)
    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\bin\maps\koth_water\arena_water_a1.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/arena_water_a1/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)
    Chop Details...done (0)
    Find Visible Detail Sides...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\maps\koth_water\arena_water_a1.prt...Building visibility clusters...
    done (0)
    [B][I][U]*** Error: Skybox vtf files for skybox/sky_well_01 weren't compiled with the same size texture[/U] and/or same flags![/I][/B]
    Can't load skybox file skybox/sky_well_01 to build the default cubemap!
    [U][I][B]*** Error: Skybox vtf files for skybox/sky_well_01 weren't compiled with the same size texture and/or same flags![/B][/I][/U]
    Can't load skybox file skybox/sky_well_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) (40646 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 109 texinfos to 71
    Reduced 16 texdatas to 13 (454 bytes to 339)
    Writing C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\maps\koth_water\arena_water_a1.bsp
    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\bin\maps\koth_water\arena_water_a1"
    
    Valve Software - vvis.exe (Jul  2 2015)
    4 threads
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\maps\koth_water\arena_water_a1.bsp
    reading c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\maps\koth_water\arena_water_a1.prt
     293 portalclusters
     746 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: 145 visible clusters (0.26%)
    Total clusters visible: 56852
    Average clusters visible: 194
    Building PAS...
    Average clusters audible: 292
    visdatasize:23942  compressed from 23440
    writing c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\maps\koth_water\arena_water_a1.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\bin\maps\koth_water\arena_water_a1"
    
    Valve Software - vrad.exe SSE (Jul  2 2015)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [39 texlights parsed from 'lights.rad']
    
    Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\maps\koth_water\arena_water_a1.bsp
    Setting up ray-trace acceleration structure... Done (0.02 seconds)
    1323 faces
    825580 square feet [118883584.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    1323 patches before subdivision
    60793 patches after subdivision
    sun extent from map=0.000000
    2 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 (2)
    transfers 7546415, max 651
    transfer lists:  57.6 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #1 added RGB(751497, 176726, 38534)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #2 added RGB(259873, 23548, 1984)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #3 added RGB(104509, 3208, 115)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #4 added RGB(43190, 472, 19)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #5 added RGB(19193, 69, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #6 added RGB(8709, 11, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #7 added RGB(4126, 2, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #8 added RGB(1978, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #9 added RGB(983, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #10 added RGB(491, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #11 added RGB(257, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #12 added RGB(134, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #13 added RGB(75, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #14 added RGB(41, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #15 added RGB(25, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #16 added RGB(15, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #17 added RGB(10, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #18 added RGB(6, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #19 added RGB(4, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #20 added RGB(3, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #21 added RGB(2, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #22 added RGB(1, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #23 added RGB(1, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #24 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0168 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 (0)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                   6/1024          288/49152    ( 0.6%) 
    brushes                108/8192         1296/98304    ( 1.3%) 
    brushsides             660/65536        5280/524288   ( 1.0%) 
    planes                 382/65536        7640/1310720  ( 0.6%) 
    vertexes              1966/65536       23592/786432   ( 3.0%) 
    nodes                  718/65536       22976/2097152  ( 1.1%) 
    texinfos                71/12288        5112/884736   ( 0.6%) 
    texdata                 13/2048          416/65536    ( 0.6%) 
    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                 1323/65536       74088/3670016  ( 2.0%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces              296/65536       16576/3670016  ( 0.5%) 
    leaves                 725/65536       23200/2097152  ( 1.1%) 
    leaffaces             1566/65536        3132/131072   ( 2.4%) 
    leafbrushes            707/65536        1414/131072   ( 1.1%) 
    areas                    2/256            16/2048     ( 0.8%) 
    surfedges             7442/512000      29768/2048000  ( 1.5%) 
    edges                 4088/256000      16352/1024000  ( 1.6%) 
    LDR worldlights          2/8192          176/720896   ( 0.0%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            2/32768          24/393216   ( 0.0%) 
    waterstrips            139/32768        1390/327680   ( 0.4%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices          1884/65536        3768/131072   ( 2.9%) 
    cubemapsamples           0/1024            0/16384    ( 0.0%) 
    overlays                 0/512             0/180224   ( 0.0%) 
    LDR lightdata         [variable]     1457000/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]       23942/16777216 ( 0.1%) 
    entdata               [variable]       13645/393216   ( 3.5%) 
    LDR ambient table      725/65536        2900/262144   ( 1.1%) 
    HDR ambient table      725/65536        2900/262144   ( 1.1%) 
    LDR leaf ambient      3812/65536      106736/1835008  ( 5.8%) 
    HDR leaf ambient       725/65536       20300/1835008  ( 1.1%) 
    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]         999/0        ( 0.0%) 
    physics               [variable]       40646/4194304  ( 1.0%) 
    physics terrain       [variable]           2/1048576  ( 0.0%) 
    
    Level flags = 0
    
    Total triangle count: 3618
    Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\bin\maps\koth_water\arena_water_a1.bsp
    6 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\maps\koth_water\arena_water_a1.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\arena_water_a1.bsp"
     
    Last edited by a moderator: Jul 4, 2015
  2. iiboharz

    aa iiboharz Meme Queen

    Messages:
    707
    Positive Ratings:
    1,030
    You can ignore the error in question, it's just Source being Source.
     
  3. InFlandersField

    InFlandersField L1: Registered

    Messages:
    12
    Positive Ratings:
    0
  4. tyler

    aa tyler snail prince, master of a ruined tower

    Messages:
    5,032
    Positive Ratings:
    3,979
    That error is telling you reflections can't be built automatically. You need to place env_cubemap entities around the map and then build them in game. This happens for all TF2 maps. For alpha maps, you can just place one or even none (unless you have water, in which case place at least one). That way you aren't moving a bunch around as you change your level.