[Help] Map won't compile skybox

birjolaxew

L1: Registered
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):

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.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
This error can be ignored, there are no negative affects on your map as a result of this. It's just something Valve broke ages ago and couldn't be arsed to fix. We all know how Valve are with fixing shit that's low priority, IE it doesn't get fixed, or it does, only 3 years later.
 
Last edited:

birjolaxew

L1: Registered
Apr 22, 2012
2
0
Thanks for the reply!

Problem is, the map won't compile for whatever reason. Whenever I compile, nothing changes. Running it through the compile log checker brings up nothing but the above mentioned error. Any idea why it doesn't compile if it can be ignored?

[Edit] Fixed it. I was unaware that any area fully blocked off is not compiled (or if that's not the case, it decided to randomly compile now, even though I changed nothing but one brush).
 
Last edited: