Skybox Error [NOOBS FIRST POST]

Discussion in 'Mapping Questions & Discussion' started by ALEXBCIS, Jan 15, 2017.

  1. ALEXBCIS

    ALEXBCIS L1: Registered

    Messages:
    2
    Positive Ratings:
    0
    Compile Process

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Alex Wang\Desktop\Personal_Project.vmf"

    Valve Software - vbsp.exe (Dec 15 2016)
    8 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\Alex Wang\Desktop\Personal_Project.vmf
    Patching WVT material: maps/personal_project/cp_mountainlab/nature/groundtograss001_nodetail_wvt_patch
    Patching WVT material: maps/personal_project/dev/dev_blendmeasure_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)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing C:\Users\Alex Wang\Desktop\Personal_Project.prt...Building visibility clusters...
    done (0)
    Creating default LDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_hydro_01*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    Creating default HDR cubemaps for env_cubemap using skybox materials:
    skybox/sky_hydro_01*.vmt
    ! Run buildcubemaps in the engine to get the correct cube maps.
    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) (9522 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 73 texinfos to 26
    Reduced 9 texdatas to 7 (311 bytes to 242)
    Writing C:\Users\Alex Wang\Desktop\Personal_Project.bsp
    Wrote ZIP buffer, estimated size 107001, actual size 106519
    0 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Alex Wang\Desktop\Personal_Project"

    Valve Software - vvis.exe (Dec 15 2016)
    8 threads
    reading c:\users\alex wang\desktop\Personal_Project.bsp
    reading c:\users\alex wang\desktop\Personal_Project.prt
    138 portalclusters
    327 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 (0)
    Optimized: 2 visible clusters (0.01%)
    Total clusters visible: 14988
    Average clusters visible: 108
    Building PAS...
    Average clusters audible: 138
    visdatasize:6093 compressed from 6624
    writing c:\users\alex wang\desktop\Personal_Project.bsp
    0 seconds elapsed

    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Users\Alex Wang\Desktop\Personal_Project"

    Valve Software - vrad.exe SSE (Dec 15 2016)

    Valve Radiosity Simulator
    8 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights

    [56 texlights parsed from 'lights.rad']

    Loading c:\users\alex wang\desktop\Personal_Project.bsp
    Setting up ray-trace acceleration structure... Done (0.01 seconds)
    1092 faces
    1178215 square feet [169663008.00 square inches]
    0 Displacements
    0 Square Feet [0.00 Square Inches]
    1092 patches before subdivision
    62070 patches after subdivision
    sun extent from map=0.008727
    3 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
    transfers 11467934, max 683
    transfer lists: 87.5 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(552583, 241307, 163117)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(80964, 15993, 5108)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(33647, 1400, 178)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(22007, 182, 7)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(16133, 32, 0)
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    Bounce #6 added RGB(11976, 6, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(8912, 1, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(6631, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(4933, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(3670, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(2730, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #12 added RGB(2030, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added RGB(1510, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #14 added RGB(1123, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #15 added RGB(836, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #16 added RGB(621, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #17 added RGB(462, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #18 added RGB(344, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #19 added RGB(256, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #20 added RGB(190, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #21 added RGB(141, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #22 added RGB(105, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #23 added RGB(78, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #24 added RGB(58, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #25 added RGB(43, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #26 added RGB(32, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #27 added RGB(24, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #28 added RGB(18, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #29 added RGB(13, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #30 added RGB(10, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #31 added RGB(7, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #32 added RGB(5, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #33 added RGB(4, 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<0.0157 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
    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 (1)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 5/1024 240/49152 ( 0.5%)
    brushes 24/8192 288/98304 ( 0.3%)
    brushsides 144/65536 1152/524288 ( 0.2%)
    planes 182/65536 3640/1310720 ( 0.3%)
    vertexes 1273/65536 15276/786432 ( 1.9%)
    nodes 389/65536 12448/2097152 ( 0.6%)
    texinfos 26/12288 1872/884736 ( 0.2%)
    texdata 7/2048 224/65536 ( 0.3%)
    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 1092/65536 61152/3670016 ( 1.7%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 71/65536 3976/3670016 ( 0.1%)
    leaves 395/65536 12640/2097152 ( 0.6%)
    leaffaces 1110/65536 2220/131072 ( 1.7%)
    leafbrushes 272/65536 544/131072 ( 0.4%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 4918/512000 19672/2048000 ( 1.0%)
    edges 2511/256000 10044/1024000 ( 1.0%)
    LDR worldlights 3/8192 264/720896 ( 0.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 20/32768 200/327680 ( 0.1%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 240/65536 480/131072 ( 0.4%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 0/512 0/180224 ( 0.0%)
    LDR lightdata [variable] 1840724/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 6093/16777216 ( 0.0%)
    entdata [variable] 3137/393216 ( 0.8%)
    LDR ambient table 395/65536 1580/262144 ( 0.6%)
    HDR ambient table 395/65536 1580/262144 ( 0.6%)
    LDR leaf ambient 2194/65536 61432/1835008 ( 3.3%)
    HDR leaf ambient 395/65536 11060/1835008 ( 0.6%)
    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] 1/12 ( 8.3%)
    pakfile [variable] 106519/0 ( 0.0%)
    physics [variable] 9522/4194304 ( 0.2%)
    physics terrain [variable] 2/1048576 ( 0.0%)

    Level flags = 0

    Total triangle count: 2450
    Writing c:\users\alex wang\desktop\Personal_Project.bsp
    6 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\Alex Wang\Desktop\Personal_Project.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\Personal_Project.bsp"


    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\hl2.exe"
    ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" -windowed -noborder -w 1920 -h 1080 -novoid +map "Personal_Project" -steam

    When I play a whole wall is skybox rather than only the top portion
     

    Attached Files:

  2. Micnax

    aa Micnax I maek map

    Messages:
    2,062
    Positive Ratings:
    1,396
    Do you have a screenshot of what it looks like in Hammer, and what it looks like in-game? I don't see any problems in the compile log that would cause something to go wrong.
     
  3. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
    4,113
    Positive Ratings:
    6,084
    Is the skybox brush overlapping the non-skybox part of the wall?
     
  4. ALEXBCIS

    ALEXBCIS L1: Registered

    Messages:
    2
    Positive Ratings:
    0
    Im uploading a video of what it looks like in game, still uploading