Having trouble with skies and HDR

Discussion in 'Mapping Questions & Discussion' started by Spamdini, Feb 13, 2008.

  1. Spamdini

    Spamdini L2: Junior Member

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    hey guys, im not an "inexperienced" mapper per say but ive never come across this error before...

    ----------------------------

    materialPath: c:\program files (x86)\steam\steamapps\tristanborys@hotmail.com\team fortress 2\tf\materials
    Loading E:\Maps\cp_tower\cp_tower.vmf
    Patching WVT material: maps/cp_tower/nature/blendgroundtogravel001_wvt_patch
    fixing up env_cubemap materials on brush sides...
    0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 84 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing E:\Maps\cp_tower\cp_tower.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 (1) (124215 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 404 texinfos to 203
    Reduced 28 texdatas to 28 (617 bytes to 617)
    Writing E:\Maps\cp_tower\cp_tower.bsp
    1 second elapsed

    -------------------------------------------

    so i dont know what to do really. also i took some screen shots of what is happening to the lighting/HDR in my map. basically everything that is supposed to be metallic or reflectiev is UBER shiny.

    any ideas?
     
  2. drp

    aa drp

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    have you tried verifying your files? a leak maybe?
     
  3. YM

    aa YM LVL100 YM

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    You need to add an env_cubemap entity
    Then ingame you need to type "Buildcubemaps" in the console.
    then you need to reload your game and it should work fine after that
     
  4. Spamdini

    Spamdini L2: Junior Member

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    i dont have any leaks i know that, i did buildcubemaps, but i didnt reload the map after ill give that a shot
     
  5. ChickenHunter

    ChickenHunter L4: Comfortable Member

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    btw that map looks awesome! why didnt i think of that :sad:
     
  6. Spamdini

    Spamdini L2: Junior Member

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    thanks chickenhunter...

    k, so as for the overbrightness, everything that is meant to reflect works ok now, but wherever there is sunlight it is still super bright any ideas?
     
  7. YM

    aa YM LVL100 YM

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    Env_tonemapcontroller + a logic_auto that tells it to have a lower max exposiure.
     
  8. Spamdini

    Spamdini L2: Junior Member

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    ok, would it be possible to go into greater detail or link me to where it does about this because i don't really know what to do at this point with what youve given me.

    thanks in advance.
     
  9. Fragimus_Max

    Fragimus_Max L3: Member

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    Maybe try typing "sv_cheats 1" before "buildcubemaps".

    For some reason, that's helped me with certain lighting oddities.
     
  10. Spamdini

    Spamdini L2: Junior Member

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    ok i did the env_tonemap_controller based on some tuts i found on wiki, didnt really work. infact all it did was sorta screw up my settings. for some reason now im my video option when i put a checkmark in "Use Bloom (if available)" the checkmark doesnt stay...wtf.

    any other ideas on this problem? can someone list me the default settings (join a game and check, or check ur config) for all the mat_hdrxxxxx and mat_bloomxxxx related cvars?
     
  11. YM

    aa YM LVL100 YM

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    This IS how to solve those walls being too bright, you just have to get the setting right. If you have a decompiled TF2 map just copy/paste the logic auto stuff from there.
    As for the Use bloom checkmark, mine has never stayed checked, I just ignore it
     
  12. fartron

    fartron L1: Registered

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    Doing cubemaps right is important. I have a method that I'm eventually going to refine into a .CFG file to automate for me.

    Code:
    disconnect
    mat_specular 0
    mat_hdr_level 0
    map YOUR_MAP
    buildcubemaps
    disconnect
    mat_hdr_level 2
    map YOUR_MAP
    buildcubemaps
    disconnect
    mat_specular 1
    After this load it up again to see the cubemaps in action. If doing it carefully hasn't fixed the problem, I'd check that you've got your cubemaps ents well located. That valve wiki link talks some about positioning. You can also manually link specific cubemap ents to specific brush surfaces, and test the changes of different positioning.
     
  13. Spamdini

    Spamdini L2: Junior Member

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    all these things u list here are console commands that i simply type in? do they affect my permanent settings? or do they just change for that game that i run them in.
     
  14. fartron

    fartron L1: Registered

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    The mat_ commands are the only ones that get written to your config.cfg. You have to turn off specular though, and you have to compile the cubemaps twice, once with HDR off and once with HDR on. By the end of those commands, you should be back where you started.

    If you're concerned, you can type the variable names without the numbers after them to see what they're set to before you've changed anything.
     
  15. Spamdini

    Spamdini L2: Junior Member

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    wow thanks fartron ur directions worked perfectly. i appreciate it.