Projecting wrong skybox

Simon.R.K

L1: Registered
Jan 3, 2019
30
6
I have to boxes the big "map" and the tiny "skybox". Normaly you place a sky_camera inside the "skybox".
upload_2019-1-23_19-0-13.png
however this happens
upload_2019-1-23_19-3-30.png
ive done the same thing with the sky_cam in a new map and there everything works.
 

That's the plan

L4: Comfortable Member
Jul 8, 2018
183
38
The "sky_cam" entity needs to be put at the origin of the map (0,0) in order to work properly. It's where the blue lines converge on the hammer grid. See if that helps.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
The "sky_cam" entity needs to be put at the origin of the map (0,0) in order to work properly. It's where the blue lines converge on the hammer grid. See if that helps.
No, the sky_camera entity should be positioned at wherever in the 3D skybox will line up with the origin of the playable map. Placing the sky_camera entity at the map's actual origin will cause the playable space to be made into the 3D skybox, which is presumably undesired.
 

That's the plan

L4: Comfortable Member
Jul 8, 2018
183
38
No, the sky_camera entity should be positioned at wherever in the 3D skybox will line up with the origin of the playable map. Placing the sky_camera entity at the map's actual origin will cause the playable space to be made into the 3D skybox, which is presumably undesired.
Sorry, my bad. Thanks for the correction.
 

BigfootBeto

Party Time 2.0!
aa
Jun 8, 2016
496
847
sky_camera will render everything around it. This relies on a proper vvis compile in order to stop rendering everything outside the 3d sky box. If vvis isn't running or completing, then the entire map is rendered all at once, and you get the visual artifact you see in the screenshots where the playable space is being rendered twice. As crash mentioned, a leak would cause vvis to fail.
 

Simon.R.K

L1: Registered
Jan 3, 2019
30
6
I only have one sky_cam so it has to be because of some leaks. I fixed the leak and wanted to try if it finaly works. For some reason the Portalflow took very long and Hammer needed almost 100% of my CPU. The weird thing is that even if i remove almost everything it still takes longer than an older version
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading D:\DATA (D)\Pläne\Valve\Maps\TF2\TEST\Map_4.vmf
Patching WVT material: maps/map_4/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...10**** leaked ****
Entity prop_static (5093.00 -1120.00 -15.99) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (-6144.0 5632.0 1276.0)
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 5632.0 -96.0)
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 (-6656.0 6144.0 1196.0)
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 (-7152.0 4096.0 -8.0)
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 (-7152.0 4096.0 -96.0)
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 (-7152.0 4096.0 112.0)
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 (-7152.0 4096.0 1396.0)
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 (-6640.0 4096.0 -88.0)
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:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 30 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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) (187129 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 196 texinfos to 134
Reduced 47 texdatas to 43 (1059 bytes to 972)
Writing D:\DATA (D)\Pläne\Valve\Maps\TF2\TEST\Map_4.bsp
Wrote ZIP buffer, estimated size 1383, actual size 1035
1 second elapsed



8 threads
reading d:\data (d)\pläne\valve\maps\tf2\test\Map_4.bsp
reading d:\data (d)\pläne\valve\maps\tf2\test\Map_4.prt
LoadPortals: couldn't read d:\data (d)\pläne\valve\maps\tf2\test\Map_4.prt



[Reading texlights from 'lights.rad']
[56 texlights parsed from 'lights.rad']

Loading d:\data (d)\pläne\valve\maps\tf2\test\Map_4.bsp
No vis information, direct lighting only.
6313 faces
1 degenerate faces
5190890 square feet [747488128.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
6 direct lights
0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.0637 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 14/1024 672/49152 ( 1.4%)
brushes 476/8192 5712/98304 ( 5.8%)
brushsides 3586/65536 28688/524288 ( 5.5%)
planes 1758/65536 35160/1310720 ( 2.7%)
vertexes 7959/65536 95508/786432 (12.1%)
nodes 3207/65536 102624/2097152 ( 4.9%)
texinfos 134/12288 9648/884736 ( 1.1%)
texdata 43/2048 1376/65536 ( 2.1%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 6313/65536 353528/3670016 ( 9.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1812/65536 101472/3670016 ( 2.8%)
leaves 3222/65536 103104/2097152 ( 4.9%)
leaffaces 6814/65536 13628/131072 (10.4%)
leafbrushes 1532/65536 3064/131072 ( 2.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 36004/512000 144016/2048000 ( 7.0%)
edges 18944/256000 75776/1024000 ( 7.4%)
LDR worldlights 6/8192 528/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 530/32768 5300/327680 ( 1.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 8082/65536 16164/131072 (12.3%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 19/512 6688/180224 ( 3.7%)
LDR lightdata [variable] 6581416/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 43098/393216 (11.0%)
LDR ambient table 3222/65536 12888/262144 ( 4.9%)
HDR ambient table 3222/65536 12888/262144 ( 4.9%)
LDR leaf ambient 16120/65536 451360/1835008 (24.6%)
HDR leaf ambient 3222/65536 90216/1835008 ( 4.9%)
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] 1/9094 ( 0.0%)
pakfile [variable] 1035/0 ( 0.0%)
physics [variable] 187129/4194304 ( 4.5%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 16053
Writing d:\data (d)\pläne\valve\maps\tf2\test\Map_4.bsp
25 seconds elapsed



materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading D:\DATA (D)\Pläne\Valve\Maps\TF2\TEST\Map_4.vmf
Patching WVT material: maps/map_4/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 30 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\DATA (D)\Pläne\Valve\Maps\TF2\TEST\Map_4.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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) (197159 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 199 texinfos to 127
Reduced 47 texdatas to 43 (1059 bytes to 972)
Writing D:\DATA (D)\Pläne\Valve\Maps\TF2\TEST\Map_4.bsp
Wrote ZIP buffer, estimated size 1383, actual size 1035
1 second elapsed



8 threads
reading d:\data (d)\pläne\valve\maps\tf2\test\Map_4.bsp
reading d:\data (d)\pläne\valve\maps\tf2\test\Map_4.prt
1083 portalclusters
3406 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...


materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading D:\DATA (D)\Pläne\Valve\Maps\TF2\TEST\Map_4.vmf
Patching WVT material: maps/map_4/dev/dev_blendmeasure_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 30 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing D:\DATA (D)\Pläne\Valve\Maps\TF2\TEST\Map_4.prt...Building visibility clusters...
done (0)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 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) (190481 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 189 texinfos to 122
Reduced 45 texdatas to 41 (1022 bytes to 935)
Writing D:\DATA (D)\Pläne\Valve\Maps\TF2\TEST\Map_4.bsp
Wrote ZIP buffer, estimated size 1383, actual size 1035
2 seconds elapsed



8 threads
reading d:\data (d)\pläne\valve\maps\tf2\test\Map_4.bsp
reading d:\data (d)\pläne\valve\maps\tf2\test\Map_4.prt
1048 portalclusters
3262 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3..7.4....5....6.


materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading D:\DATA (D)\Pläne\Valve\Maps\TF2\TEST\Map_4.vmf
Error: displacement found on a(n) func_detail entity - not supported (entity 182, brush 0)



8 threads
reading d:\data (d)\pläne\valve\maps\tf2\test\Map_4.bsp
reading d:\data (d)\pläne\valve\maps\tf2\test\Map_4.prt
LoadPortals: couldn't read d:\data (d)\pläne\valve\maps\tf2\test\Map_4.prt



[Reading texlights from 'lights.rad']
[56 texlights parsed from 'lights.rad']

Loading d:\data (d)\pläne\valve\maps\tf2\test\Map_4.bsp
No vis information, direct lighting only.
4313 faces
1 degenerate faces
2648227 square feet [381344704.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
6 direct lights
0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.0349 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 14/1024 672/49152 ( 1.4%)
brushes 487/8192 5844/98304 ( 5.9%)
brushsides 3641/65536 29128/524288 ( 5.6%)
planes 1756/65536 35120/1310720 ( 2.7%)
vertexes 6016/65536 72192/786432 ( 9.2%)
nodes 2257/65536 72224/2097152 ( 3.4%)
texinfos 122/12288 8784/884736 ( 1.0%)
texdata 41/2048 1312/65536 ( 2.0%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 4313/65536 241528/3670016 ( 6.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1560/65536 87360/3670016 ( 2.4%)
leaves 2272/65536 72704/2097152 ( 3.5%)
leaffaces 4784/65536 9568/131072 ( 7.3%)
leafbrushes 1700/65536 3400/131072 ( 2.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 26173/512000 104692/2048000 ( 5.1%)
edges 14056/256000 56224/1024000 ( 5.5%)
LDR worldlights 6/8192 528/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 350/32768 3500/327680 ( 1.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5706/65536 11412/131072 ( 8.7%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 19/512 6688/180224 ( 3.7%)
LDR lightdata [variable] 3864320/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 31186/393216 ( 7.9%)
LDR ambient table 2272/65536 9088/262144 ( 3.5%)
HDR ambient table 2272/65536 9088/262144 ( 3.5%)
LDR leaf ambient 8626/65536 241528/1835008 (13.2%)
HDR leaf ambient 2272/65536 63616/1835008 ( 3.5%)
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] 1/7582 ( 0.0%)
pakfile [variable] 1035/0 ( 0.0%)
physics [variable] 190481/4194304 ( 4.5%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 11252
Writing d:\data (d)\pläne\valve\maps\tf2\test\Map_4.bsp
10 seconds elapsed



materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading D:\DATA (D)\Pläne\Valve\Maps\TF2\TEST\Map_4.vmf
Error: displacement found on a(n) func_detail entity - not supported (entity 252, brush 0)



8 threads
reading d:\data (d)\pläne\valve\maps\tf2\test\Map_4.bsp
reading d:\data (d)\pläne\valve\maps\tf2\test\Map_4.prt
LoadPortals: couldn't read d:\data (d)\pläne\valve\maps\tf2\test\Map_4.prt



[Reading texlights from 'lights.rad']
[56 texlights parsed from 'lights.rad']

Loading d:\data (d)\pläne\valve\maps\tf2\test\Map_4.bsp
No vis information, direct lighting only.
4313 faces
1 degenerate faces
2648227 square feet [381344704.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
6 direct lights
0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.0347 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 14/1024 672/49152 ( 1.4%)
brushes 487/8192 5844/98304 ( 5.9%)
brushsides 3641/65536 29128/524288 ( 5.6%)
planes 1756/65536 35120/1310720 ( 2.7%)
vertexes 6016/65536 72192/786432 ( 9.2%)
nodes 2257/65536 72224/2097152 ( 3.4%)
texinfos 122/12288 8784/884736 ( 1.0%)
texdata 41/2048 1312/65536 ( 2.0%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 4313/65536 241528/3670016 ( 6.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1560/65536 87360/3670016 ( 2.4%)
leaves 2272/65536 72704/2097152 ( 3.5%)
leaffaces 4784/65536 9568/131072 ( 7.3%)
leafbrushes 1700/65536 3400/131072 ( 2.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 26173/512000 104692/2048000 ( 5.1%)
edges 14056/256000 56224/1024000 ( 5.5%)
LDR worldlights 6/8192 528/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 350/32768 3500/327680 ( 1.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5706/65536 11412/131072 ( 8.7%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 19/512 6688/180224 ( 3.7%)
LDR lightdata [variable] 3864320/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 31186/393216 ( 7.9%)
LDR ambient table 2272/65536 9088/262144 ( 3.5%)
HDR ambient table 2272/65536 9088/262144 ( 3.5%)
LDR leaf ambient 8626/65536 241528/1835008 (13.2%)
HDR leaf ambient 2272/65536 63616/1835008 ( 3.5%)
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] 1/7582 ( 0.0%)
pakfile [variable] 1035/0 ( 0.0%)
physics [variable] 190481/4194304 ( 4.5%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 11252
Writing d:\data (d)\pläne\valve\maps\tf2\test\Map_4.bsp
10 seconds elapsed



materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading D:\DATA (D)\Pläne\Valve\Maps\TF2\Map_3\Map_3 25.01.2019\Map_3.vmf
Error: displacement found on a(n) func_detail entity - not supported (entity 258, brush 0)



8 threads
reading d:\data (d)\pläne\valve\maps\tf2\map_3\map_3 25.01.2019\Map_3.bsp
reading d:\data (d)\pläne\valve\maps\tf2\map_3\map_3 25.01.2019\Map_3.prt
LoadPortals: couldn't read d:\data (d)\pläne\valve\maps\tf2\map_3\map_3 25.01.2019\Map_3.prt



[Reading texlights from 'lights.rad']
[56 texlights parsed from 'lights.rad']

Loading d:\data (d)\pläne\valve\maps\tf2\map_3\map_3 25.01.2019\Map_3.bsp
No vis information, direct lighting only.
4313 faces
1 degenerate faces
2648227 square feet [381344704.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
6 direct lights
0...1...2...3...4...5...6...7...8...9...10Build Patch/Sample Hash Table(s).....Done<0.0384 sec>
0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 14/1024 672/49152 ( 1.4%)
brushes 487/8192 5844/98304 ( 5.9%)
brushsides 3641/65536 29128/524288 ( 5.6%)
planes 1756/65536 35120/1310720 ( 2.7%)
vertexes 6016/65536 72192/786432 ( 9.2%)
nodes 2257/65536 72224/2097152 ( 3.4%)
texinfos 122/12288 8784/884736 ( 1.0%)
texdata 41/2048 1312/65536 ( 2.0%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 4313/65536 241528/3670016 ( 6.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 1560/65536 87360/3670016 ( 2.4%)
leaves 2272/65536 72704/2097152 ( 3.5%)
leaffaces 4784/65536 9568/131072 ( 7.3%)
leafbrushes 1700/65536 3400/131072 ( 2.6%)
areas 2/256 16/2048 ( 0.8%)
surfedges 26173/512000 104692/2048000 ( 5.1%)
edges 14056/256000 56224/1024000 ( 5.5%)
LDR worldlights 6/8192 528/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 350/32768 3500/327680 ( 1.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 5706/65536 11412/131072 ( 8.7%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 19/512 6688/180224 ( 3.7%)
LDR lightdata [variable] 3864320/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 31186/393216 ( 7.9%)
LDR ambient table 2272/65536 9088/262144 ( 3.5%)
HDR ambient table 2272/65536 9088/262144 ( 3.5%)
LDR leaf ambient 8626/65536 241528/1835008 (13.2%)
HDR leaf ambient 2272/65536 63616/1835008 ( 3.5%)
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] 1/7582 ( 0.0%)
pakfile [variable] 1035/0 ( 0.0%)
physics [variable] 190481/4194304 ( 4.5%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 11252
Writing d:\data (d)\pläne\valve\maps\tf2\map_3\map_3 25.01.2019\Map_3.bsp
12 seconds elapsed



materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Map_3.vmf
Error: displacement found on a(n) func_detail entity - not supported (entity 258, brush 0)



8 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Map_3.bsp
Error opening c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Map_3.bsp


[Reading texlights from 'lights.rad']
[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Map_3.bsp
Error opening c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Map_3.bsp


materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Map_3.vmf
Error: displacement found on a(n) func_detail entity - not supported (entity 258, brush 0)



8 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Map_3.bsp
Error opening c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Map_3.bsp


[Reading texlights from 'lights.rad']
[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Map_3.bsp
Error opening c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Map_3.bsp


materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Map_3.vmf
Error: displacement found on a(n) func_detail entity - not supported (entity 236, brush 0)



8 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Map_3.bsp
Error opening c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Map_3.bsp


[Reading texlights from 'lights.rad']
[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Map_3.bsp
Error opening c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\Map_3.bsp


materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Test_3\Map_3.vmf
Patching WVT material: maps/map_3/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/map_3/nature/blendgroundtograss007_nodetail_wvt_patch
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 148 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Test_3\Map_3.prt...Building visibility clusters...
done (1)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Warning: overflowed 13 displacement corner-neighbor lists.Warning: invalid neighbor connection on displacement near (-1184.00 5460.00 -16.00)
Warning: invalid neighbor connection on displacement near (-1184.00 4011.35 -16.00)
Warning: invalid neighbor connection on displacement near (-1096.00 5460.00 0.00)
Warning: invalid neighbor connection on displacement near (-1184.00 4011.35 0.00)
Warning: invalid neighbor connection on displacement near (-1184.00 944.00 16.00)
Warning: invalid neighbor connection on displacement near (-1184.00 944.00 -16.00)
Warning: invalid neighbor connection on displacement near (-1184.00 944.00 0.00)
Warning: invalid neighbor connection on displacement near (-864.00 560.00 -16.00)
Warning: invalid neighbor connection on displacement near (-368.00 560.00 -16.00)
Warning: invalid neighbor connection on displacement near (-864.00 624.00 -16.00)
Warning: invalid neighbor connection on displacement near (-864.00 624.00 -16.00)
Warning: invalid neighbor connection on displacement near (-864.00 624.00 0.00)
Warning: invalid neighbor connection on displacement near (-368.00 624.00 0.00)
Warning: invalid neighbor connection on displacement near (-864.00 624.00 0.00)
Warning: invalid neighbor connection on displacement near (-864.00 624.00 0.00)
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (216124 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 257 texinfos to 160
Reduced 49 texdatas to 44 (1178 bytes to 1032)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Test_3\Map_3.bsp
Wrote ZIP buffer, estimated size 1997, actual size 1515
6 seconds elapsed



8 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\test_3\Map_3.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\test_3\Map_3.prt
977 portalclusters
3139 numportals
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5..
 
Last edited:

henke37

aa
Sep 23, 2011
2,075
515
Your log is for several compiles. And it appears to be truncated. The later is probably because vvis crashed.
 

Simon.R.K

L1: Registered
Jan 3, 2019
30
6
How can i stop leaks threw displacements without having a nodraw box below the skybox?
Edit: when i replace the displacement with worldbrushes i will have the same problem again so i need to put in some skip/hints. The only Question is where in a 10920*10920 box
 
Last edited:

Tuaam

L6: Sharp Member
Jun 26, 2015
376
248
How can i stop leaks threw displacements without having a nodraw box below the skybox?
Edit: when i replace the displacement with worldbrushes i will have the same problem again so i need to put in some skip/hints. The only Question is where in a 10920*10920 box
You can't. If you want to prevent those from leaking then you MUST have a solid brush underneath.

Think of it like this: Displacements are complex geo, because they have more faces than your average brush. VVIS can't compile the map with displacements as actual brushes (because of their face count), so they're ignored during the compile process. Which is why you need to have an actual brush underneath them. Basically, Displacements are like func_details.

(Sorry for the poor explanation that's what I can think of)
 
Last edited: