Skybox Breaking Packed Map

Discussion in 'Mapping Questions & Discussion' started by DisruptedHunter, Dec 20, 2014.

  1. DisruptedHunter

    DisruptedHunter L2: Junior Member

    Messages:
    89
    Positive Ratings:
    1
    I'm using pakrat to pack everything; my skybox (sky_halloween) gets packed also, but only the .vmt's. I test the map and everything is fine but the sky streaks. I then pack the .vtf's, retest the map and the sky still streaks. I delete the .vmt's and .vtf's, test and all my models are invisible or giant error signs, but the skybox works fine.

    Here is my maps compile log, prior to being packed

    Code:
    ** Executing...
    ** Command: "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Backup Folders\Documents\Tf2 maps\Mapping\xmas\idle_cy4g_winterdream.vmf"
    
    Valve Software - vbsp.exe (Dec  7 2014)
    8 threads
    materialPath: F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Backup Folders\Documents\Tf2 maps\Mapping\xmas\idle_cy4g_winterdream.vmf
    "materials/mytextures/custom_blackfukufsfkjsd.vtf": cached version doesn't exist
    material "nature/ice001" not found.
    Material not found!: NATURE/ICE001
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Can't find surfaceprop WoodWood_Lowdensity for material MYTEXTURES/CUSTOM_WINTERPATTERN2, using default
    Patching WVT material: maps/idle_cy4g_winterdream/brick/blendcobbletocobblesnow001_wvt_patch
    Patching WVT material: maps/idle_cy4g_winterdream/pl_barnblitz/blendsnowtodirt001_wvt_patch
    Patching WVT material: maps/idle_cy4g_winterdream/nature/blendgroundtograss001b_wvt_patch
    Patching WVT material: maps/idle_cy4g_winterdream/maritime/nature/maritime_grass002_wvt_patch
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Processing areas...done (0)
    Building Faces...error: material NATURE/SNOWWALL002A doesn't have a $bottommaterial
    error: material NATURE/SNOWWALL002A doesn't have a $bottommaterial
    done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 1222 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    NODRAW on terrain surface!
    done (1)
    writing C:\Backup Folders\Documents\Tf2 maps\Mapping\xmas\idle_cy4g_winterdream.prt...Building visibility clusters...
    done (1)
    *** Error: Skybox vtf files for skybox/sky_halloween weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_halloween to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_halloween weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_halloween to build the default cubemap!
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    Warning: overflowed 20 displacement corner-neighbor lists.Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (1) (1276249 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Water found with no water_lod_control entity, creating a default one.
    Compacting texture/material tables...
    Reduced 6470 texinfos to 4323
    Reduced 179 texdatas to 148 (6773 bytes to 5248)
    Writing C:\Backup Folders\Documents\Tf2 maps\Mapping\xmas\idle_cy4g_winterdream.bsp
    7 seconds elapsed
    
    ** Executing...
    ** Command: "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -fast "C:\Backup Folders\Documents\Tf2 maps\Mapping\xmas\idle_cy4g_winterdream"
    
    Valve Software - vvis.exe (Dec  7 2014)
    fastvis = true
    8 threads
    reading c:\backup folders\documents\tf2 maps\mapping\xmas\idle_cy4g_winterdream.bsp
    reading c:\backup folders\documents\tf2 maps\mapping\xmas\idle_cy4g_winterdream.prt
    5743 portalclusters
    21029 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (7)
    Optimized: 2248027 visible clusters (14.68%)
    Total clusters visible: 15311557
    Average clusters visible: 2666
    Building PAS...
    Average clusters audible: 5520
    visdatasize:6590755  compressed from 8269920
    writing c:\backup folders\documents\tf2 maps\mapping\xmas\idle_cy4g_winterdream.bsp
    10 seconds elapsed
    
    ** Executing...
    ** Command: "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters:  -game "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Backup Folders\Documents\Tf2 maps\Mapping\xmas\idle_cy4g_winterdream"
    
    Valve Software - vrad.exe SSE (Dec  7 2014)
    
          Valve Radiosity Simulator     
    8 threads
    [Reading texlights from 'lights.rad']
    [37 texlights parsed from 'lights.rad']
    
    Loading c:\backup folders\documents\tf2 maps\mapping\xmas\idle_cy4g_winterdream.bsp
    Setting up ray-trace acceleration structure... Done (6.09 seconds)
    22693 faces
    28 degenerate faces
    5946223 square feet [856256128.00 square inches]
    814 Displacements
    2731135 Square Feet [393283424.00 Square Inches]
    22665 patches before subdivision
    255807 patches after subdivision
    sun extent from map=0.173648
    144 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (45)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (66)
    transfers 38649457, max 2278
    transfer lists: 294.9 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #1 added RGB(957186, 910469, 887745)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #2 added RGB(483723, 424966, 356318)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #3 added RGB(295532, 232775, 167303)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #4 added RGB(189413, 132646, 82507)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #5 added RGB(125341, 77850, 42491)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #6 added RGB(84103, 46275, 22484)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #7 added RGB(57088, 27820, 12225)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #8 added RGB(38995, 16831, 6787)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #9 added RGB(26777, 10240, 3847)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #10 added RGB(18449, 6253, 2217)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #11 added RGB(12747, 3831, 1298)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #12 added RGB(8825, 2353, 770)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #13 added RGB(6119, 1448, 462)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #14 added RGB(4249, 893, 280)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #15 added RGB(2953, 551, 171)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #16 added RGB(2055, 341, 105)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #17 added RGB(1431, 211, 65)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #18 added RGB(997, 131, 41)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #19 added RGB(695, 81, 25)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #20 added RGB(485, 50, 16)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #21 added RGB(338, 31, 10)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #22 added RGB(236, 19, 6)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #23 added RGB(165, 12, 4)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #24 added RGB(115, 8, 3)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #25 added RGB(81, 5, 2)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #26 added RGB(56, 3, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #27 added RGB(39, 2, 1)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
    	Bounce #28 added RGB(28, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #29 added RGB(19, 1, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #30 added RGB(14, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #31 added RGB(9, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #32 added RGB(7, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #33 added RGB(5, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #34 added RGB(3, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #35 added RGB(2, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #36 added RGB(2, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #37 added RGB(1, 0, 0)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
    	Bounce #38 added RGB(1, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.1214 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (15)
    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 (12)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                  72/1024         3456/49152    ( 7.0%) 
    brushes               3164/8192        37968/98304    (38.6%) 
    brushsides           32850/65536      262800/524288   (50.1%) 
    planes               39604/65536      792080/1310720  (60.4%) 
    vertexes             36230/65536      434760/786432   (55.3%) 
    nodes                10443/65536      334176/2097152  (15.9%) 
    texinfos              4323/12288      311256/884736   (35.2%) 
    texdata                148/2048         4736/65536    ( 7.2%) 
    dispinfos              814/0          143264/0        ( 0.0%) 
    disp_verts           37542/0          750840/0        ( 0.0%) 
    disp_tris            55520/0          111040/0        ( 0.0%) 
    disp_lmsamples     4054460/0         4054460/0        ( 0.0%) 
    faces                22693/65536     1270808/3670016  (34.6%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces            14762/65536      826672/3670016  (22.5%) 
    leaves               10516/65536      336512/2097152  (16.0%) 
    leaffaces            26936/65536       53872/131072   (41.1%) 
    leafbrushes           7987/65536       15974/131072   (12.2%) 
    areas                    6/256            48/2048     ( 2.3%) 
    surfedges           170863/512000     683452/2048000  (33.4%) 
    edges                96964/256000     387856/1024000  (37.9%) 
    LDR worldlights        144/8192        12672/720896   ( 1.8%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            6/32768          72/393216   ( 0.0%) 
    waterstrips           2896/32768       28960/327680   ( 8.8%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices         48471/65536       96942/131072   (74.0%) 
    cubemapsamples          13/1024          208/16384    ( 1.3%) 
    overlays                 0/512             0/180224   ( 0.0%) 
    LDR lightdata         [variable]     8693652/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]     6590755/16777216 (39.3%) 
    entdata               [variable]      389927/393216   (99.2%) VERY FULL!
    LDR ambient table    10516/65536       42064/262144   (16.0%) 
    HDR ambient table    10516/65536       42064/262144   (16.0%) 
    LDR leaf ambient     42188/65536     1181264/1835008  (64.4%) 
    HDR leaf ambient     10516/65536      294448/1835008  (16.0%) 
    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]           1/65622    ( 0.0%) 
    pakfile               [variable]       18958/0        ( 0.0%) 
    physics               [variable]     1276249/4194304  (30.4%) 
    physics terrain       [variable]      156684/1048576  (14.9%) 
    
    Level flags = 0
    
    Total triangle count: 66096
    Writing c:\backup folders\documents\tf2 maps\mapping\xmas\idle_cy4g_winterdream.bsp
    2 minutes, 28 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Backup Folders\Documents\Tf2 maps\Mapping\xmas\idle_cy4g_winterdream.bsp" "F:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\idle_cy4g_winterdream.bsp"
    
    
     
    Last edited: Dec 20, 2014
  2. Crash

    aa Crash func_nerd

    Messages:
    3,069
    Positive Ratings:
    4,557
    I'm betting this is your problem. Fix it and see if you still have your issue.
     
  3. DisruptedHunter

    DisruptedHunter L2: Junior Member

    Messages:
    89
    Positive Ratings:
    1
    Still having the issue and fixed the nodraw on displacement completely + no new errors after.
     
  4. iiboharz

    aa iiboharz Meme Queen

    Messages:
    700
    Positive Ratings:
    1,025
    There's this
    [​IMG]
     
  5. DisruptedHunter

    DisruptedHunter L2: Junior Member

    Messages:
    89
    Positive Ratings:
    1
    I appreciate the help in pointing out the errors but that's not what I'm talking about. Interlopers states that the problem genuinely can be ignored if there aren't any problems seen in game (which there aren't) the problem here is pack rat. I was able to fix it via powershell stuff but I'd like to be able to use pack rat.