Ok so using VBCT it gives this error
WARNING: expected log file not found: C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_F.log
But using f9 to compile it seams fine, But the error with the skybox
** Executing...
** Command: "Z:\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "Z:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_F.vmf"
Valve Software - vbsp.exe (Oct 25 2013)
4 threads
materialPath: Z:\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_F.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/trade_invert_new_f/nature/blendgroundtograss008_nodetail_wvt_patch
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 442 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_F.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_granary_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_granary_01 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_granary_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_granary_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) (229143 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2324 texinfos to 1184
Reduced 50 texdatas to 44 (1279 bytes to 1149)
Writing C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_F.bsp
1 second elapsed
** Executing...
** Command: "Z:\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "Z:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_F"
Valve Software - vvis.exe (Oct 30 2013)
4 threads
reading c:\users\invertmasa\desktop\trade map\Trade_invert_New_F.bsp
reading c:\users\invertmasa\desktop\trade map\Trade_invert_New_F.prt
347 portalclusters
1488 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 (415)
Optimized: 79 visible clusters (0.07%)
Total clusters visible: 115594
Average clusters visible: 333
Building PAS...
Average clusters audible: 347
visdatasize:33276 compressed from 33312
writing c:\users\invertmasa\desktop\trade map\Trade_invert_New_F.bsp
6 minutes, 55 seconds elapsed
** Executing...
** Command: "Z:\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "Z:\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_F"
Valve Software - vrad.exe SSE (Oct 30 2013)
Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[34 texlights parsed from 'lights.rad']
Loading c:\users\invertmasa\desktop\trade map\Trade_invert_New_F.bsp
Setting up ray-trace acceleration structure... Done (0.59 seconds)
2170 faces
2 degenerate faces
356382 square feet [51319060.00 square inches]
38 Displacements
199667 Square Feet [28752126.00 Square Inches]
2168 patches before subdivision
31616 patches after subdivision
sun extent from map=0.258819
sun extent from map=0.258819
61 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (8)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (3)
transfers 3355653, max 502
transfer lists: 25.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(122256, 88781, 68735)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(19174, 11633, 9329)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(3331, 1832, 1648)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(684, 340, 333)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(150, 68, 72)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(36, 15, 16)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(9, 3, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(2, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0094 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 (3)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 79/1024 3792/49152 ( 7.7%)
brushes 617/8192 7404/98304 ( 7.5%)
brushsides 4887/65536 39096/524288 ( 7.5%)
planes 3646/65536 72920/1310720 ( 5.6%)
vertexes 3562/65536 42744/786432 ( 5.4%)
nodes 1371/65536 43872/2097152 ( 2.1%)
texinfos 1184/12288 85248/884736 ( 9.6%)
texdata 44/2048 1408/65536 ( 2.1%)
dispinfos 38/0 6688/0 ( 0.0%)
disp_verts 2070/0 41400/0 ( 0.0%)
disp_tris 3136/0 6272/0 ( 0.0%)
disp_lmsamples 268456/0 268456/0 ( 0.0%)
faces 2170/65536 121520/3670016 ( 3.3%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1846/65536 103376/3670016 ( 2.8%)
leaves 1451/65536 46432/2097152 ( 2.2%)
leaffaces 3120/65536 6240/131072 ( 4.8%)
leafbrushes 1357/65536 2714/131072 ( 2.1%)
areas 2/256 16/2048 ( 0.8%)
surfedges 16547/512000 66188/2048000 ( 3.2%)
edges 9747/256000 38988/1024000 ( 3.8%)
LDR worldlights 60/8192 5280/720896 ( 0.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 184/32768 1840/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3786/65536 7572/131072 ( 5.8%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 15/512 5280/180224 ( 2.9%)
LDR lightdata [variable] 2141924/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 33276/16777216 ( 0.2%)
entdata [variable] 74136/393216 (18.9%)
LDR ambient table 1451/65536 5804/262144 ( 2.2%)
HDR ambient table 1451/65536 5804/262144 ( 2.2%)
LDR leaf ambient 7360/65536 206080/1835008 (11.2%)
HDR leaf ambient 1451/65536 40628/1835008 ( 2.2%)
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] 1/14022 ( 0.0%)
pakfile [variable] 2292/0 ( 0.0%)
physics [variable] 229143/4194304 ( 5.5%)
physics terrain [variable] 8680/1048576 ( 0.8%)
Level flags = 0
Total triangle count: 5136
Writing c:\users\invertmasa\desktop\trade map\Trade_invert_New_F.bsp
15 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Users\invertMASA\Desktop\Trade Map\Trade_invert_New_F.bsp" "Z:\Steam\steamapps\common\Team Fortress 2\tf\maps\Trade_invert_New_F.bsp"