- Apr 22, 2012
- 2
- 0
Hey guys!
So, I've been having this problem ever since I changed the skybox name on my name (and I know, this should be a tell-tale sign that I messed up, but please read on). I changed the name under "Map Properties..." > "SkyBox Texture Name" to sky_dustbowl_01, which numerous sources (including every single skybox list I've found) tell me is correct. It throws the following error (the full compile log can be seen in the spoiler below):
After googling around I've found a couple of threads from 3+ years ago, indicating that the error is because the skybox textures aren't powers of two, and, after looking in the texture browser, two of them seem to be 512x256. Now, my question is, why on earth are they not powers of two? If the guys over at VALVe compiled fine (meaning, they had a working copy of the texture), why wouldn't they include it in the community release? And why haven't more people had this problem before? I haven't found any releases that fixes it, which seems kind of odd.
Anyway, here's the full compile log:
Oh, and ALT+P doesn't bring up anything.
So, I've been having this problem ever since I changed the skybox name on my name (and I know, this should be a tell-tale sign that I messed up, but please read on). I changed the name under "Map Properties..." > "SkyBox Texture Name" to sky_dustbowl_01, which numerous sources (including every single skybox list I've found) tell me is correct. It throws the following error (the full compile log can be seen in the spoiler below):
Code:
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
After googling around I've found a couple of threads from 3+ years ago, indicating that the error is because the skybox textures aren't powers of two, and, after looking in the texture browser, two of them seem to be 512x256. Now, my question is, why on earth are they not powers of two? If the guys over at VALVe compiled fine (meaning, they had a working copy of the texture), why wouldn't they include it in the community release? And why haven't more people had this problem before? I haven't found any releases that fixes it, which seems kind of odd.
Anyway, here's the full compile log:
Code:
** Executing...
** Command: "c:\program files\steam\steamapps\birjolaxew\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\birjolaxew\team fortress 2\tf" "C:\Program Files\Steam\steamapps\birjolaxew\sourcesdk_content\tf\mapsrc\vsh_dr_egypt.vmf"
Valve Software - vbsp.exe (Oct 25 2011)
4 threads
materialPath: c:\program files\steam\steamapps\birjolaxew\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\birjolaxew\sourcesdk_content\tf\mapsrc\vsh_dr_egypt.vmf
Can't find surfaceprop stone for material EGYPT/FLAT_WALL_SKINNY_01, using default
Can't find surfaceprop stone for material EGYPT/FLAT_WALL_SKINNY_02, using default
Can't find surfaceprop stone for material EGYPT/HYRO_BORDER_BUMP_NEW, using default
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 20 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\steamapps\birjolaxew\sourcesdk_content\tf\mapsrc\vsh_dr_egypt.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_dustbowl_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) (39523 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 112 texinfos to 64
Reduced 18 texdatas to 15 (421 bytes to 353)
Writing C:\Program Files\Steam\steamapps\birjolaxew\sourcesdk_content\tf\mapsrc\vsh_dr_egypt.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\birjolaxew\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\birjolaxew\team fortress 2\tf" "C:\Program Files\Steam\steamapps\birjolaxew\sourcesdk_content\tf\mapsrc\vsh_dr_egypt"
Valve Software - vvis.exe (Oct 25 2011)
4 threads
reading c:\program files\steam\steamapps\birjolaxew\sourcesdk_content\tf\mapsrc\vsh_dr_egypt.bsp
reading c:\program files\steam\steamapps\birjolaxew\sourcesdk_content\tf\mapsrc\vsh_dr_egypt.prt
38 portalclusters
102 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 1436
Average clusters visible: 37
Building PAS...
Average clusters audible: 38
visdatasize:688 compressed from 608
writing c:\program files\steam\steamapps\birjolaxew\sourcesdk_content\tf\mapsrc\vsh_dr_egypt.bsp
0 seconds elapsed
** Executing...
** Command: "c:\program files\steam\steamapps\birjolaxew\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\birjolaxew\team fortress 2\tf" "C:\Program Files\Steam\steamapps\birjolaxew\sourcesdk_content\tf\mapsrc\vsh_dr_egypt"
Valve Software - vrad.exe SSE (Oct 25 2011)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\program files\steam\steamapps\birjolaxew\sourcesdk_content\tf\mapsrc\vsh_dr_egypt.bsp
Setting up ray-trace acceleration structure... Done (0.15 seconds)
231 faces
19330 square feet [2783614.00 square inches]
3 Displacements
1365 Square Feet [196693.41 Square Inches]
231 patches before subdivision
2515 patches after subdivision
16 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 188264, max 260
transfer lists: 1.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0007 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 8/1024 384/49152 ( 0.8%)
brushes 121/8192 1452/98304 ( 1.5%)
brushsides 825/65536 6600/524288 ( 1.3%)
planes 414/65536 8280/1310720 ( 0.6%)
vertexes 317/65536 3804/786432 ( 0.5%)
nodes 143/65536 4576/2097152 ( 0.2%)
texinfos 64/12288 4608/884736 ( 0.5%)
texdata 15/2048 480/65536 ( 0.7%)
dispinfos 3/0 528/0 ( 0.0%)
disp_verts 75/0 1500/0 ( 0.0%)
disp_tris 96/0 192/0 ( 0.0%)
disp_lmsamples 3888/0 3888/0 ( 0.0%)
faces 231/65536 12936/3670016 ( 0.4%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 144/65536 8064/3670016 ( 0.2%)
leaves 152/65536 4864/2097152 ( 0.2%)
leaffaces 268/65536 536/131072 ( 0.4%)
leafbrushes 203/65536 406/131072 ( 0.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 1582/512000 6328/2048000 ( 0.3%)
edges 881/256000 3524/1024000 ( 0.3%)
LDR worldlights 16/8192 1408/720896 ( 0.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 4/32768 40/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 54/65536 108/131072 ( 0.1%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 310380/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 688/16777216 ( 0.0%)
entdata [variable] 15415/393216 ( 3.9%)
LDR ambient table 152/65536 608/262144 ( 0.2%)
HDR ambient table 152/65536 608/262144 ( 0.2%)
LDR leaf ambient 80/65536 2240/1835008 ( 0.1%)
HDR leaf ambient 152/65536 4256/1835008 ( 0.2%)
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] 1/1992 ( 0.1%)
pakfile [variable] 54/0 ( 0.0%)
physics [variable] 39523/4194304 ( 0.9%)
physics terrain [variable] 469/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 542
Writing c:\program files\steam\steamapps\birjolaxew\sourcesdk_content\tf\mapsrc\vsh_dr_egypt.bsp
2 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\birjolaxew\sourcesdk_content\tf\mapsrc\vsh_dr_egypt.bsp" "c:\program files\steam\steamapps\birjolaxew\team fortress 2\tf\maps\vsh_dr_egypt.bsp"
Oh, and ALT+P doesn't bring up anything.