Explain this error please?

Discussion in 'Mapping Questions & Discussion' started by Lyzak, Sep 14, 2010.

  1. Lyzak

    Lyzak L2: Junior Member

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    *** 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!

    :(
     
  2. Exist

    Exist L6: Sharp Member

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    Just ignore it, it's an error everyone gets.
     
  3. Lyzak

    Lyzak L2: Junior Member

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    That "error that everyone gets" is preventing me from building cubemaps.

    Console Log:

    ] sv_cheats 1
    ] mat_specular 0
    Error: Material "___fillrate_0" uses unknown shader "FillRate"
    Error: Material "___debugnormalmap_1" uses unknown shader "DebugNormalMap"
    Error: Material "___debugdrawenvmapmask_2" uses unknown shader "DebugDrawEnvmapMask"
    Error: Material "___debugdepth_3" uses unknown shader "DebugDepth"
    Error: Material "___debugdepth_4" uses unknown shader "DebugDepth"
    Error: Material "debug/debugluxels" uses unknown shader "DebugLuxels"
    Redownloading all lightmaps
    ] buildcubemaps
    Current mod isn't in a subdirectory of "game"!
    *** Error: Skybox vtf files for sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file sky_goldrush_01 to build the default cubemap!
     
  4. tyler

    aa tyler snail prince, master of a ruined tower

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    Did you put env_cubemaps into your map?

    That error has nothing to do with your inability to build cubemaps. It is something else. Possibly a leak.
     
  5. Lyzak

    Lyzak L2: Junior Member

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    I didnt think you manually placed cubemaps into a TF2 map, I thought you used console commands to auto-make them.

    And no, my map has no leaks. It has been sealed perfectly since ALPHA1 (I'm up to ALPHA7)
     
  6. Zarokima

    Zarokima L69: Deviant Member

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    Yeah, you have to place env_cubemap entities manually, then run the console commands in-game to build them. That error is something everyone gets and can be safely ignored.

    Also, when you build them, they won't show up right away. You'll have to load another map or quit TF2 (to clear the cache), then reload your map.
     
  7. Lyzak

    Lyzak L2: Junior Member

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    Ok, how do I place the cubemaps... surely I can't simply just plop an Env_Cubemap entity anywhere, now can I? o_O
     
  8. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    First, what the error means: in HL2 skyboxes had same size squares for all six faces, so they could be easily assembled into a "default" cubemap. TF2 has rectangles for the side faces, and usually a much smaller square for the bottom, so it can't do this. However, it doesn't matter because...

    You place env_cubemap entities around your map, near highly reflective surfaces (chrome, tile floors) and one every so often either for each room or major area of contrast around player eye height. Then when you do buildcubemaps in the console the engine runs through every env_cubemap location and takes six screenshots to form the reflection map to be used by objects near that location. Once this is done, there is nothing that would use the default cubemap since real ones exist.
     
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  9. Attsy

    Attsy L3: Member

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    All you need is one per room, 64 units above the ground.

    My way of doing this is using an info_playerstart entity and grouping it together with the env_cubemap entity where the head is(should be 64 units). I then copy and paste them into each room, then go to entity report and filter for info_playerstart, which I delete.

    Or you could just do em one by one, which ever you prefer.

    Hope this helps!
     
    • Thanks Thanks x 1
  10. Lyzak

    Lyzak L2: Junior Member

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    Thanks! That... quite obviously explains my inability to generate cubemaps.

    Although I have one more questions... If a default cubemap reflects the sky, why do I get randomly assorted colored squares instead? I have a sky (although my compile log begs to differ), but instead I see various shades of blue, green, white, purple, yellow and more reflected on my objects... and it seems to change each time I load the map.. even if I didn't submit a new version!

    Oops! Forgot- what about long, continuous bodies of water? (I have a small river in my map...)
     
    Last edited: Sep 14, 2010
  11. Attsy

    Attsy L3: Member

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    Ive never heard of the random colors before, but for water, I place a cubemap entity in the center, top, face of the water brush, open the cubemap properties, then where it says "Brush Faces", click the dropper icon and select the textured face of the water.
     
  12. Lyzak

    Lyzak L2: Junior Member

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    Contrary to the posts on page one, everyone can't get this error, because this error is preventing me (or anyone else) from making cubemaps.

    First off, when I got to the buildcubemaps command, it crashed my game... an "engine error" came up, and the screen was half-covered by a DEV_REFLECT50% texture wall. The error said: Problem figuring out outputdir for /Users/(computeraccount)/Library/Application Support/Steam/SteamApps/lyzak/team fortress 2/tf/materialsrc/maps/cp_stagnant_alpha7/c240_-4288_-320

    The game crashes.

    I got my friend to download the BSP and attempt to build the cubemaps on his pc (I'm on a mac, so perhaps that's why it crashed- I cant write to a bsp). He didn't crash. Instead, he got this string:




    ] sv_cheats 1
    ] mat_specular
    "mat_specular" = "1"
    - Enable/Disable specularity for perf testing. Will cause a material reload upon change.
    ] buildcubemaps
    Current mod isn't in a subdirectory of "game"!
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    *** Error: Skybox vtf files for sky_goldrush_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file sky_goldrush_01 to build the default cubemap!
    ] mat_specular 1
    ] retry
    Commencing connection retry to localhost:27015
    Dropped Paul from server (Disconnect by user.)

    Team Fortress
    Map: cp_stagnant_alpha7
    Players: 1 / 24
    Build: 4317
    Server Number: 1

    No pure server whitelist. sv_pure = 0
    Paul connected
    Redownloading all lightmaps
    Spawnpoint at (5151.49 7986.95 -544.00) is not clear.
    Spawnpoint at (4532.13 7673.07 -544.00) is not clear.
    Spawnpoint at (3809.50 7376.98 -544.00) is not clear.
    Spawnpoint at (4119.38 8050.55 -320.00) is not clear.
    Spawnpoint at (3775.60 8874.98 -384.00) is not clear.
    Spawnpoint at (3373.95 8423.44 -514.57) is not clear.
    Spawnpoint at (1200.00 7808.00 -368.00) is not clear.
    Spawnpoint at (4145.02 8613.82 -551.24) is not clear.
    Achievements disabled: cheats turned on in this app session.
    ] mat_reloadallmaterials
    Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_goldrush_01rt)
    Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_goldrush_01bk)
    Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_goldrush_01lf)
    Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_goldrush_01ft)
    Redownloading all lightmaps
    ] sv_cheats 0
    Spawnpoint at (5151.49 7986.95 -544.00) is not clear.
    Spawnpoint at (4532.13 7673.07 -544.00) is not clear.
    Spawnpoint at (3809.50 7376.98 -544.00) is not clear.
    Spawnpoint at (4119.38 8050.55 -320.00) is not clear.
    Spawnpoint at (3775.60 8874.98 -384.00) is not clear.
    Spawnpoint at (3373.95 8423.44 -514.57) is not clear.
    Spawnpoint at (1200.00 7808.00 -368.00) is not clear.
    Spawnpoint at (4145.02 8613.82 -551.24) is not clear.


    I should let you know, I am aware of my unclear spawnpoints, those are thanks to Spank's suggestion of using info_player_teamspawns to place cubemaps. I probably forgot to delete 8 of them...

    But as for the rest, it all falls down to my stupid skybox texture again. If everyone got that error, we wouldn't have any custom maps with cubemaps...

    It should also be noted that the default cubemap was "unable to be built," resulting in a strange multi-colored box reflection (purple, orange, red, yellow, green, blue....)
     
  13. FaTony

    FaTony Banned

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    Did you compile with HDR?
     
  14. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Code:
    mat_specular [b]0[/b]
    buildcubemaps
    mat_specular [b]1[/b]
    disconnect
    mat_reloadallmaterials
    map mapname
    That's the proper way of building cubemaps, although the mat_reloadallmaterials can be omitted, apparently. You simply typed 'mat_specular', which returned you the definition of the command. You must add a 0 at the end, then build cubemaps.
     
  15. Lyzak

    Lyzak L2: Junior Member

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    I know that this is the correct way to build cubemaps... but it isn't working.

    No, my map is not HDR compiled.
     
  16. Lancey

    aa Lancey Currently On: ?????

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    The cubemaps have been built. Did you close out of TF2 afterward and reload the map later?
     
  17. Lyzak

    Lyzak L2: Junior Member

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    What? My map has built cubemaps?

    My friend said everything looked the same...
    and my water still reflects strange colors
     
  18. Lancey

    aa Lancey Currently On: ?????

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    Well, according to the console log up there you have built cubemaps. The only way to break them was to either rename the bsp file or to open it up and delete the cubemap file yourself.