Problem with cubemaps

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NateTheNatyMapMaker

L1: Registered
Feb 6, 2021
19
6
Hey, so, I tried putting some water in my map, following the Valve Developer Wiki's instructions, but every time I compile it gives me this:
*** Error: Skybox vtf files for skybox/sky_upward weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_upward to build the default cubemap!

And when I check it out in the game it looks like this even when I run "buildcubemaps"
koth_aom0001.png

And the console tells me this:
Can't load skybox file sky_upward to build the default cubemap!

First I was using 2fort's skybox, then I tried Upward's and same result

Help?
 

MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
89
Make sure that the water solid isn't tied to an entity, that all of its faces except the visible/top one are painted with 'tools/toolsnodraw', and that it uses a valid water material. Also make sure that your map doesn't contain leaks, as otherwise it will prevent all water from drawing.
 

NateTheNatyMapMaker

L1: Registered
Feb 6, 2021
19
6
Well uhh...

Now the water looks like this when seen from this angle
koth_aom0002.png

And the compile log and the console still tell me the same thing
 
Oct 6, 2008
1,969
451
do you have nodraw on all surfaces except the one with the water texture?
 
Oct 6, 2008
1,969
451
ok here's my possible fixes

rebuild the brush / nodraws + water texture
lift brush off ground a bit and away from the sides of the wall - just to check if something else causing it
put a cube map over it 64 units high
compile build cubemaps

this will determine if it's the brush or something else. it also looks like it's in a shadow of something - if yes move the cubemap away from the water and try compile build again
 

NateTheNatyMapMaker

L1: Registered
Feb 6, 2021
19
6
ok here's my possible fixes

rebuild the brush / nodraws + water texture
lift brush off ground a bit and away from the sides of the wall - just to check if something else causing it
put a cube map over it 64 units high
compile build cubemaps

this will determine if it's the brush or something else. it also looks like it's in a shadow of something - if yes move the cubemap away from the water and try compile build again
Did I need to place the cubemap 64 units on top of the water brush? Cuz turns out I'd been placing it 64 units above the base of the box

Tho... I'm using the water_2fort_expensive material now and everything seems to be fine even if the cubemap isn't on top of the water brush
 
Oct 6, 2008
1,969
451
usually the 64 thing is based on player height - on a level field cubemap is 64 off the ground to give player best view - or at least that's my understanding of it from YEARS ago