I cant get my 3d skybox to work

Discussion in 'Mapping Questions & Discussion' started by soylent robot, Aug 16, 2009.

  1. soylent robot

    soylent robot L7: Fancy Member

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    AS you may have guessed, I cant get my 3d skybox to work properly, even though I followed the tutorials to the letter. The props in my little skybox section dont appear in the actual map, and when i face a particular direction the sky does the weird leak thing with the repeated images. Can anyone tell me what Im doing wrong?
     
  2. Ninjilla

    Ninjilla L7: Fancy Member

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    You probably have a leak. Go to map Map> Load pointfile and check.
     
  3. soylent robot

    soylent robot L7: Fancy Member

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    Okay, Ive done that and this red line appears

    http://i1018.photobucket.com/albums/af301/scuzgob/skyboxleak.jpg?t=1250525038

    I thought the red line was supposed to go from an entity like a light and travel to the leak, but here its just sticking out the top of my skybox. Its not "inside" the map at all and its not leading anywhere. When I zoom in the line is not actually touching anything. Whats going on?
     
  4. Nutomic

    Nutomic L11: Posh Member

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    Post your log, there may be a hint whats leaking
     
  5. soylent robot

    soylent robot L7: Fancy Member

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    Here's my log (I compiled with VRAD & VIS on fast, not sure if that makes any difference)

    ** Executing...
    ** Command: "c:\program files\steam\steamapps\darkerthedragon\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\darkerthedragon\team fortress 2\tf" "C:\Program Files\Steam\SteamApps\darkerthedragon\sourcesdk_content\tf\mapsrc\cp_devils_canyon_v1"

    Valve Software - vbsp.exe (May 19 2009)
    2 threads
    materialPath: c:\program files\steam\steamapps\darkerthedragon\team fortress 2\tf\materials
    Loading C:\Program Files\Steam\SteamApps\darkerthedragon\sourcesdk_content\tf\mapsrc\cp_devils_canyon_v1.vmf
    Patching WVT material: maps/cp_devils_canyon_v1//lavablend_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
    **** leaked ****
    Entity trigger_hurt (-6.00 138.00 4511.25) leaked!

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-6656.0 6144.0 -671.0)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-6144.0 5908.0 -671.0)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-6144.0 5396.0 1893.3)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-6144.0 5396.0 -671.0)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-6144.0 5396.0 -3235.3)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-6656.0 4096.0 -671.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-6144.0 4608.0 -671.0)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-7680.0 6144.0 -671.0)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:

    *** Suppressing further FindPortalSide errors.... ***
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 1126 detail faces...done (0)
    Merging details...done (1)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    *** 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 (1) (711950 bytes)
    Error! To use model "models/weapons/w_models/w_toolbox.mdl"
    with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/weapons/w_models/w_toolbox.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 3114 texinfos to 1523
    Reduced 182 texdatas to 155 (5745 bytes to 4570)
    Writing C:\Program Files\Steam\SteamApps\darkerthedragon\sourcesdk_content\tf\mapsrc\cp_devils_canyon_v1.bsp
    43 seconds elapsed
    -0.050800 -1.690353 0.000000
    0.101600 -1.690353 0.000000
    -0.101600 -1.690353 0.000000
    -0.101600 -1.370356 0.000000
    make_triangles:calc_triangle_representation: Cannot convert

    ** Executing...
    ** Command: "c:\program files\steam\steamapps\darkerthedragon\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\darkerthedragon\team fortress 2\tf" -fast "C:\Program Files\Steam\SteamApps\darkerthedragon\sourcesdk_content\tf\mapsrc\cp_devils_canyon_v1"

    Valve Software - vvis.exe (May 19 2009)
    fastvis = true
    2 threads
    reading c:\program files\steam\steamapps\darkerthedragon\sourcesdk_content\tf\mapsrc\cp_devils_canyon_v1.bsp
    reading c:\program files\steam\steamapps\darkerthedragon\sourcesdk_content\tf\mapsrc\cp_devils_canyon_v1.prt
    LoadPortals: couldn't read c:\program files\steam\steamapps\darkerthedragon\sourcesdk_content\tf\mapsrc\cp_devils_canyon_v1.prt


    ** Executing...
    ** Command: "c:\program files\steam\steamapps\darkerthedragon\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters: -game "c:\program files\steam\steamapps\darkerthedragon\team fortress 2\tf" -noextra "C:\Program Files\Steam\SteamApps\darkerthedragon\sourcesdk_content\tf\mapsrc\cp_devils_canyon_v1"

    Valve Software - vrad.exe SSE (May 19 2009)

    Valve Radiosity Simulator
    2 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']

    Loading c:\program files\steam\steamapps\darkerthedragon\sourcesdk_content\tf\mapsrc\cp_devils_canyon_v1.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (15.83 seconds)
    9112 faces
    12 degenerate faces
    9701457 square feet [1397009920.00 square inches]
    45 Displacements
    2295160 Square Feet [330503104.00 Square Inches]
    sun extent from map=0.707107
    sun extent from map=0.707107
    167 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (84)
    Build Patch/Sample Hash Table(s).....Done<0.1406 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (26)
    FinalLightFace Done
    0 of 14 (0% of) surface lights went in leaf ambient cubes.
    ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (75)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 53/1024 2544/49152 ( 5.2%)
    brushes 1877/8192 22524/98304 (22.9%)
    brushsides 12264/65536 98112/524288 (18.7%)
    planes 6644/65536 132880/1310720 (10.1%)
    vertexes 16056/65536 192672/786432 (24.5%)
    nodes 2883/65536 92256/2097152 ( 4.4%)
    texinfos 1523/12288 109656/884736 (12.4%)
    texdata 155/2048 4960/65536 ( 7.6%)
    dispinfos 45/0 7920/0 ( 0.0%)
    disp_verts 8013/0 160260/0 ( 0.0%)
    disp_tris 13824/0 27648/0 ( 0.0%)
    disp_lmsamples 453891/0 453891/0 ( 0.0%)
    faces 9112/65536 510272/3670016 (13.9%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 6687/65536 374472/3670016 (10.2%)
    leaves 2937/65536 93984/2097152 ( 4.5%)
    leaffaces 12267/65536 24534/131072 (18.7%)
    leafbrushes 3639/65536 7278/131072 ( 5.6%)
    areas 4/256 32/2048 ( 1.6%)
    surfedges 73272/512000 293088/2048000 (14.3%)
    edges 46836/256000 187344/1024000 (18.3%)
    LDR worldlights 166/8192 14608/720896 ( 2.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 1616/32768 16160/327680 ( 4.9%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 30153/65536 60306/131072 (46.0%)
    cubemapsamples 60/1024 960/16384 ( 5.9%)
    overlays 91/512 32032/180224 (17.8%)
    LDR lightdata [variable] 8098256/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 130491/393216 (33.2%)
    LDR ambient table 2937/65536 11748/262144 ( 4.5%)
    HDR ambient table 2937/65536 11748/262144 ( 4.5%)
    LDR leaf ambient 16894/65536 473032/1835008 (25.8%)
    HDR leaf ambient 2937/65536 82236/1835008 ( 4.5%)
    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] 1/93908 ( 0.0%)
    pakfile [variable] 18377/0 ( 0.0%)
    physics [variable] 711950/4194304 (17.0%)
    physics terrain [variable] 25648/1048576 ( 2.4%)

    Level flags = 0

    Total triangle count: 28401
    Writing c:\program files\steam\steamapps\darkerthedragon\sourcesdk_content\tf\mapsrc\cp_devils_canyon_v1.bsp
    3 minutes, 27 seconds elapsed
    -0.050800 -1.690353 0.000000
    0.101600 -1.690353 0.000000
    -0.101600 -1.690353 0.000000
    -0.101600 -1.370356 0.000000
    make_triangles:calc_triangle_representation: Cannot convert

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files\Steam\SteamApps\darkerthedragon\sourcesdk_content\tf\mapsrc\cp_devils_canyon_v1.bsp" "c:\program files\steam\steamapps\darkerthedragon\team fortress 2\tf\maps\cp_devils_canyon_v1.bsp"
     
  6. re1wind

    aa re1wind

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    644
    Positive Ratings:
    382
    Entity trigger_hurt (-6.00 138.00 4511.25) leaked!

    copy the coordinates -> view -> go to coordinates -> paste -> enter.

    That will move your 3D camera to where the leak is occurring. Trigger_hurt have a circular "centre" object that you can move around, and that being outside of your map is your problem. :)
     
    • Thanks Thanks x 1
    Last edited: Aug 17, 2009
  7. Ninjilla

    Ninjilla L7: Fancy Member

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    Yeah, I recently learned that when a line is outside the map, the entity still sticks out, just not visually. Friggin' waterfalls <.<
     
  8. soylent robot

    soylent robot L7: Fancy Member

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    171
    That was the problem, even though the trigger_hurt was inside I must have accidentally moved the little circle outside. Thanks!