Hey everyone, So I'm putting the finishing touches on the initial release for my contest submission ctf_gullywasher, but every time I try to build cubemaps I get the following error: Code: current mod isn't in a subdirectory of "game"! bounce: 1/1 sample: 1/1 ***ERROR skybox vtf files for sky_alpinestorm_01 weren't compiled with the same size texture and/or same flags! Can't load skybox file sky_alpinestorm_01 to build the default cubemap! After scouring the internet for most of the past three days (Error showed up during early compiles to test lighting) I learned that the bottom error is just inherent to Team Fortress 2 and has no effect once you build your own cubemaps. However, the mod error isn't letting me build cubemaps! Here's what it looks like in-game: But the water itself renders underneath, like this: Any help would be IMMENSELY appreciated! Thanks in advance.
In fact, that is most definitely caused by a leak. As TPG said, load your pointfile. Follow the red line to where it escapes the map and stop it from doing that by putting brushes in its way. The red line can pass through entities, displacements, models, and water, so keep that in mind.
Wow thanks so much for the quick replies! I managed to load the pointfile once for the map and now the water looks like this: But I still get the same error when I try to build cubemaps. Even worse, now the pointfile is missing for the map. I tried recompiling to maybe establish a new pointfile but that obviously hasn't worked either. I'm really hoping there's some incredibly obvious solution that's embarrassing for me but really simple for you guys.
A pointfile is when the map leaks. It should be missing. And while there is no leak it wont ever show up again. If its there then you do have a leak in the map which you have to fix. For the cubemaps i dont know but im having the same issue
If hammer doesn't create a pointfile after compile then you're most likely ok for leaks. I remember coming across this error a while back. I know it was something simple but not immediately obvious that solved it, but it did get solved. hmmmm... I'll start with some basic "is it plugged in and switched on" type questions. Are you setting mat_specular to 0 before inputting buildcubemaps? Do you have env_cubemap entities in the map? Have you changed the name of the bsp after compiling it? durrrrr
This doesnt make any difference, the only thing it has to do with cubemaps is, that cubemaps that were already built dont work after renaming a map.
mat_specular is set to 0 every time. I also turn off hdr. I have 1 env_cubemap in the map, tied to the water. Apart from gameplay signs, I don't think I have any other reflective items in the map yet. I'm glad to know a lack of a pointfile is a good thing. I tried compiling with cheats enabled, still got the same error.
Oh, now i remember how i fixed it for older versions in my map. I used a custom compile config (expert compile mode) and added -LDR in the vrad step. For some reason the cubemaps dont allways get added as they should here and therefor building them doesnt work. Could be worth to try? I dont know any other option that can fix it.
I'm fairly new to mapping (I started this past October), so there's a substantial chance I messed up using the expert mode, but you meant add -LDR as a parameter for the light build program right? I did that, and although it found some invalid point_spotlights I had made, I still get the same error when trying to build cubemaps. *Later* I thought maybe I was trying to cover too much of an area with my 1 env_cubemap, so tried to reorganized things a little and got this error upon compile: Code: Current mod isn't in a subdirectory of "game"! Cube map buffer size 1024 x 1024 is bigger than screen! Run at a higher resolution! or reduce your cubemap resolution (needs 4X)
Not sure about the first line, but check all your env_cubemap entities are set to the default resolution. (Cubemaps involve taking six mini-screenshots as the faces of a cube to use for reflections, and it's complaining that you want really big ones.)
Maybe this has been answered, but it says the map isn't in the directory of game, I assume it is, or.... Also, quick btw make your water .5 by .5, not .25 by .25. Also, the game should auto-place an env_cubemap on the water, just in case. And, for whatever it's worth look this up in the interlopers compile log checker if you haven't already. Go to www.interlopers.net > tutorials > compile log checker.
the compile log checker doesn't seem to have anything about Code: Current mod isn't in a subdirectory of "game"! Is it actually stopping you from building cubemaps? This is the sequence I use to build cubemaps. Don't know if it'll help you or not. Code: disconnect mat_specular 0 mat_hdr_level 0 map MAP_NAME sv_cheats 1 buildcubemaps disconnect mat_hdr_level 2 map MAP_NAME sv_cheats 1 buildcubemaps disconnect mat_specular 1 map MAP_NAME sv_cheats 1 reloadallmaterials
Hey sorry to bump this post, but I just wanted to thank everyone for the help . BoyLee's cubemap building sequence and VFIG's advice worked. Thanks again!