- Jul 11, 2024
- 6
- 0
I've looked on the valve dev wiki and used the skybox list there but nothing works, even the default skybox (sky_tf2_04) doesn't work. Also the game isn't launching for whatever reason I don't know if it's bad optimization on the map itself or my computer not being able to handle it maybe even both I don't know. I'm very new to this and my brain is getting fried trying to figure out what's wrong.
I've put my most recent compile log below:
** Executing...
** Command: "C:\Steam\steamapps\common\Team Fortress 2\bin\x64\vbsp.exe"
** Parameters: -game "C:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_sinkhole.vmf"
Valve Software - vbsp.exe (Jun 25 2024)
12 threads
Using shader api: shaderapiempty.dll
materialPath: C:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_sinkhole.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
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...
Merged 400 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_sinkhole.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) (172561 bytes)
Error! To use model "models/player/heavy.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/player/heavy.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 420 texinfos to 277
Reduced 30 texdatas to 29 (661 bytes to 639)
Writing C:\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_sinkhole.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds elapsed
** Executing...
** Command: "C:\Steam\steamapps\common\Team Fortress 2\bin\x64\vvis.exe"
** Parameters: -game "C:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_sinkhole"
Valve Software - vvis.exe (Jun 25 2024)
12 threads
reading c:\steam\steamapps\common\team fortress 2\tf\maps\koth_sinkhole.bsp
reading c:\steam\steamapps\common\team fortress 2\tf\maps\koth_sinkhole.prt
732 portalclusters
2265 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 (31)
Optimized: 2484 visible clusters (0.84%)
Total clusters visible: 296324
Average clusters visible: 404
Building PAS...
Average clusters audible: 726
visdatasize:136847 compressed from 140544
writing c:\steam\steamapps\common\team fortress 2\tf\maps\koth_sinkhole.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
31 seconds elapsed
** Executing...
** Command: "C:\Steam\steamapps\common\Team Fortress 2\bin\x64\vrad.exe"
** Parameters: -game "C:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_sinkhole"
Valve Software - vrad.exe SSE (Jun 25 2024)
Valve Radiosity Simulator
12 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\steam\steamapps\common\team fortress 2\tf\maps\koth_sinkhole.bsp
Setting up ray-trace acceleration structure... Done (0.17 seconds)
3356 faces
1 degenerate faces
1605894 square feet [231248784.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
3355 patches before subdivision
137125 patches after subdivision
sun extent from map=0.087156
29 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6)
transfers 23325150, max 992
transfer lists: 178.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(441084, 312282, 223553)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(105021, 70011, 49263)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(22882, 14210, 10026)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(5823, 3572, 2526)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1596, 994, 710)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(509, 334, 241)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(190, 133, 97)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(85, 63, 46)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(43, 34, 25)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(24, 19, 14)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(14, 12, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(9, 7, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(5, 4, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(3, 3, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(2, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0273 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 (1)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 32/1024 1536/49152 ( 3.1%)
brushes 391/8192 4692/98304 ( 4.8%)
brushsides 3069/65536 24552/524288 ( 4.7%)
planes 2172/65536 43440/1310720 ( 3.3%)
vertexes 5344/65536 64128/786432 ( 8.2%)
nodes 1711/65536 54752/2097152 ( 2.6%)
texinfos 277/12288 19944/884736 ( 2.3%)
texdata 29/2048 928/65536 ( 1.4%)
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 3356/65536 187936/3670016 ( 5.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1429/65536 80024/3670016 ( 2.2%)
leaves 1744/65536 55808/2097152 ( 2.7%)
leaffaces 3982/65536 7964/131072 ( 6.1%)
leafbrushes 1452/65536 2904/131072 ( 2.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 21690/512000 86760/2048000 ( 4.2%)
edges 12282/256000 49128/1024000 ( 4.8%)
LDR worldlights 29/8192 2552/720896 ( 0.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 387/32768 3870/327680 ( 1.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5517/65536 11034/131072 ( 8.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 5/512 1760/180224 ( 1.0%)
LDR lightdata [variable] 3853352/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 136847/16777216 ( 0.8%)
entdata [variable] 27843/393216 ( 7.1%)
LDR ambient table 1744/65536 6976/262144 ( 2.7%)
HDR ambient table 1744/65536 6976/262144 ( 2.7%)
LDR leaf ambient 11030/65536 308840/1835008 (16.8%)
HDR leaf ambient 1744/65536 48832/1835008 ( 2.7%)
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] 1/7610 ( 0.0%)
pakfile [variable] 54/0 ( 0.0%)
physics [variable] 172561/4194304 ( 4.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 9130
Writing c:\steam\steamapps\common\team fortress 2\tf\maps\koth_sinkhole.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
12 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_sinkhole.bsp" "C:\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_sinkhole.bsp"
I've put my most recent compile log below:
** Executing...
** Command: "C:\Steam\steamapps\common\Team Fortress 2\bin\x64\vbsp.exe"
** Parameters: -game "C:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_sinkhole.vmf"
Valve Software - vbsp.exe (Jun 25 2024)
12 threads
Using shader api: shaderapiempty.dll
materialPath: C:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_sinkhole.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
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...
Merged 400 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_sinkhole.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) (172561 bytes)
Error! To use model "models/player/heavy.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/player/heavy.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 420 texinfos to 277
Reduced 30 texdatas to 29 (661 bytes to 639)
Writing C:\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_sinkhole.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
0 seconds elapsed
** Executing...
** Command: "C:\Steam\steamapps\common\Team Fortress 2\bin\x64\vvis.exe"
** Parameters: -game "C:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_sinkhole"
Valve Software - vvis.exe (Jun 25 2024)
12 threads
reading c:\steam\steamapps\common\team fortress 2\tf\maps\koth_sinkhole.bsp
reading c:\steam\steamapps\common\team fortress 2\tf\maps\koth_sinkhole.prt
732 portalclusters
2265 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 (31)
Optimized: 2484 visible clusters (0.84%)
Total clusters visible: 296324
Average clusters visible: 404
Building PAS...
Average clusters audible: 726
visdatasize:136847 compressed from 140544
writing c:\steam\steamapps\common\team fortress 2\tf\maps\koth_sinkhole.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
31 seconds elapsed
** Executing...
** Command: "C:\Steam\steamapps\common\Team Fortress 2\bin\x64\vrad.exe"
** Parameters: -game "C:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_sinkhole"
Valve Software - vrad.exe SSE (Jun 25 2024)
Valve Radiosity Simulator
12 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights
[56 texlights parsed from 'lights.rad']
Loading c:\steam\steamapps\common\team fortress 2\tf\maps\koth_sinkhole.bsp
Setting up ray-trace acceleration structure... Done (0.17 seconds)
3356 faces
1 degenerate faces
1605894 square feet [231248784.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
3355 patches before subdivision
137125 patches after subdivision
sun extent from map=0.087156
29 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (4)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6)
transfers 23325150, max 992
transfer lists: 178.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(441084, 312282, 223553)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(105021, 70011, 49263)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(22882, 14210, 10026)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(5823, 3572, 2526)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(1596, 994, 710)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(509, 334, 241)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(190, 133, 97)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(85, 63, 46)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(43, 34, 25)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(24, 19, 14)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(14, 12, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(9, 7, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(5, 4, 3)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #14 added RGB(3, 3, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #15 added RGB(2, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #17 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0273 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 (1)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 32/1024 1536/49152 ( 3.1%)
brushes 391/8192 4692/98304 ( 4.8%)
brushsides 3069/65536 24552/524288 ( 4.7%)
planes 2172/65536 43440/1310720 ( 3.3%)
vertexes 5344/65536 64128/786432 ( 8.2%)
nodes 1711/65536 54752/2097152 ( 2.6%)
texinfos 277/12288 19944/884736 ( 2.3%)
texdata 29/2048 928/65536 ( 1.4%)
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 3356/65536 187936/3670016 ( 5.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1429/65536 80024/3670016 ( 2.2%)
leaves 1744/65536 55808/2097152 ( 2.7%)
leaffaces 3982/65536 7964/131072 ( 6.1%)
leafbrushes 1452/65536 2904/131072 ( 2.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 21690/512000 86760/2048000 ( 4.2%)
edges 12282/256000 49128/1024000 ( 4.8%)
LDR worldlights 29/8192 2552/720896 ( 0.4%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 387/32768 3870/327680 ( 1.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5517/65536 11034/131072 ( 8.4%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 5/512 1760/180224 ( 1.0%)
LDR lightdata [variable] 3853352/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 136847/16777216 ( 0.8%)
entdata [variable] 27843/393216 ( 7.1%)
LDR ambient table 1744/65536 6976/262144 ( 2.7%)
HDR ambient table 1744/65536 6976/262144 ( 2.7%)
LDR leaf ambient 11030/65536 308840/1835008 (16.8%)
HDR leaf ambient 1744/65536 48832/1835008 ( 2.7%)
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] 1/7610 ( 0.0%)
pakfile [variable] 54/0 ( 0.0%)
physics [variable] 172561/4194304 ( 4.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 9130
Writing c:\steam\steamapps\common\team fortress 2\tf\maps\koth_sinkhole.bsp
ZIP Output overshot buffer estimate: Estimated 0, actual 54
12 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_sinkhole.bsp" "C:\Steam\steamapps\common\Team Fortress 2\tf\maps\koth_sinkhole.bsp"