Skybox issue

Discussion in 'Mapping Questions & Discussion' started by Dayal, Feb 26, 2017.

  1. Dayal

    Dayal L2: Junior Member

    Messages:
    72
    Positive Ratings:
    184
    So as of lately, I noticed that the skybox of my map rarely turns black for a frame or two in game. No idea what's causing it or when it has started happening. I think that it is an issue with the 3D skybox since turning that off apparently fixes the problem, or it's still there and decides to not show up when waiting for it to happen. Tried to recreate the 3D Skybox, but apparently that doesn't seem to fix it. It occurs randomly and not that often. Although it doesn't really effect the map in any way, it's still a problem that I'd like to solve.

    Here's the compile log.

    Starting a 'Full - Both' compile.
    Starting compilation of E:\mvm\Tropics\Map\mvm_tropics_rc10.vmf
    Valve Software - vbsp.exe (Feb 13 2017)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\materials
    Loading E:\mvm\Tropics\Map\mvm_tropics_rc10.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    material "/test_mayan_brick" not found.
    Material not found!: /TEST_MAYAN_BRICK
    Patching WVT material: maps/mvm_tropics_rc10/nature/blendgroundtograss008_nodetail_wvt_patch
    Patching WVT material: maps/mvm_tropics_rc10/nature/blendrockgroundwallforest004_wvt_patch
    Patching WVT material: maps/mvm_tropics_rc10/brick/blendcobbletocobblesnow001_wvt_patch
    Patching WVT material: maps/mvm_tropics_rc10/nature/blendgroundtocobble003_wvt_patch
    Patching WVT material: maps/mvm_tropics_rc10/pl_temple/jungle_cliff_02_grass_wvt_patch
    Patching WVT material: maps/mvm_tropics_rc10/nature/blendrockgroundwallsnow_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)
    Occluder "" straddles multiple areas. This is invalid!
    Occluder "" straddles multiple areas. This is invalid!
    Occluder "" straddles multiple areas. This is invalid!
    Occluder "" straddles multiple areas. This is invalid!
    Occluder "" straddles multiple areas. This is invalid!
    Occluder "" straddles multiple areas. This is invalid!
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 536 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (0)
    writing E:\mvm\Tropics\Map\mvm_tropics_rc10.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_mayan weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_mayan to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_mayan weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_mayan 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 (1) (506556 bytes)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 3973 texinfos to 938
    Reduced 224 texdatas to 191 (12463 bytes to 10753)
    Writing E:\mvm\Tropics\Map\mvm_tropics_rc10.bsp
    Wrote ZIP buffer, estimated size 89914, actual size 66384
    6 seconds elapsed
    CMaterialDict::Shutdown m_MissingList count: 1
    0.699576 -0.496815 0.000000
    0.671001 -0.038100 0.000000
    0.699576 -0.038100 0.000000
    0.699576 -0.980015 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
    0.699576 -0.496815 0.000000
    0.671001 -0.038100 0.000000
    0.699576 -0.038100 0.000000
    0.699576 -0.980015 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
    Valve Software - vvis.exe (Feb 13 2017)
    4 threads
    reading e:\mvm\tropics\map\mvm_tropics_rc10.bsp
    reading e:\mvm\tropics\map\mvm_tropics_rc10.prt
    989 portalclusters
    2916 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 (917)
    Optimized: 2218 visible clusters (0.42%)
    Total clusters visible: 532557
    Average clusters visible: 538
    Building PAS...
    Average clusters audible: 963
    visdatasize:239180 compressed from 253184
    writing e:\mvm\tropics\map\mvm_tropics_rc10.bsp
    15 minutes, 17 seconds elapsed
    Valve Software - vrad.exe SSE (Feb 13 2017)

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

    [56 texlights parsed from 'lights.rad']

    Loading e:\mvm\tropics\map\mvm_tropics_rc10.bsp
    Setting up ray-trace acceleration structure... Done (16.49 seconds)
    6029 faces
    1766055 square feet [254311968.00 square inches]
    674 Displacements
    366138 Square Feet [52723912.00 Square Inches]
    6029 patches before subdivision
    95173 patches after subdivision
    sun extent from map=0.087156
    127 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (230)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (24)
    transfers 7587841, max 1144
    transfer lists: 57.9 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(233302, 184002, 155760)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(82416, 59466, 51108)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(7332, 3904, 2543)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(9849, 5244, 3447)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(877, 342, 170)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(1307, 511, 252)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #7 added RGB(115, 33, 12)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(174, 50, 19)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(15, 3, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(23, 5, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #11 added RGB(2, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #12 added RGB(3, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0286 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (7)
    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 (8)
    Writing leaf ambient...done
    Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (11)

    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 118/1024 5664/49152 (11.5%)
    brushes 1266/8192 15192/98304 (15.5%)
    brushsides 10430/65536 83440/524288 (15.9%)
    planes 12906/65536 258120/1310720 (19.7%)
    vertexes 10339/65536 124068/786432 (15.8%)
    nodes 3411/65536 109152/2097152 ( 5.2%)
    texinfos 938/12288 67536/884736 ( 7.6%)
    texdata 191/2048 6112/65536 ( 9.3%)
    dispinfos 674/0 118624/0 ( 0.0%)
    disp_verts 16906/0 338120/0 ( 0.0%)
    disp_tris 21664/0 43328/0 ( 0.0%)
    disp_lmsamples 1057732/0 1057732/0 ( 0.0%)
    faces 6029/65536 337624/3670016 ( 9.2%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 4682/65536 262192/3670016 ( 7.1%)
    leaves 3530/65536 112960/2097152 ( 5.4%)
    leaffaces 6991/65536 13982/131072 (10.7%)
    leafbrushes 3758/65536 7516/131072 ( 5.7%)
    areas 11/256 88/2048 ( 4.3%)
    surfedges 47245/512000 188980/2048000 ( 9.2%)
    edges 28755/256000 115020/1024000 (11.2%)
    LDR worldlights 127/8192 11176/720896 ( 1.6%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 5/32768 60/393216 ( 0.0%)
    waterstrips 514/32768 5140/327680 ( 1.6%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 9246/65536 18492/131072 (14.1%)
    cubemapsamples 37/1024 592/16384 ( 3.6%)
    overlays 36/512 12672/180224 ( 7.0%)
    LDR lightdata [variable] 17403884/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 239180/16777216 ( 1.4%)
    entdata [variable] 238469/393216 (60.6%)
    LDR ambient table 3530/65536 14120/262144 ( 5.4%)
    HDR ambient table 3530/65536 14120/262144 ( 5.4%)
    LDR leaf ambient 17535/65536 490980/1835008 (26.8%)
    HDR leaf ambient 3530/65536 98840/1835008 ( 5.4%)
    occluders 1/0 40/0 ( 0.0%)
    occluder polygons 6/0 72/0 ( 0.0%)
    occluder vert ind 24/0 96/0 ( 0.0%)
    detail props [variable] 1/12 ( 8.3%)
    static props [variable] 1/50718 ( 0.0%)
    pakfile [variable] 2869524/0 ( 0.0%)
    physics [variable] 506556/4194304 (12.1%)
    physics terrain [variable] 118898/1048576 (11.3%)

    Level flags = 1

    Total triangle count: 16120
    Writing e:\mvm\tropics\map\mvm_tropics_rc10.bsp
    5 minutes, 3 seconds elapsed
    Valve Software - vrad.exe SSE (Feb 13 2017)

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

    [56 texlights parsed from 'lights.rad']

    Loading e:\mvm\tropics\map\mvm_tropics_rc10.bsp
    Setting up ray-trace acceleration structure... Done (16.98 seconds)
    6029 faces
    1766055 square feet [254311968.00 square inches]
    674 Displacements
    366138 Square Feet [52723912.00 Square Inches]
    6029 patches before subdivision
    95173 patches after subdivision
    sun extent from map=0.087156
    127 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (230)
    BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (21)
    transfers 7587841, max 1144
    transfer lists: 57.9 megs
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #1 added RGB(233302, 184002, 155760)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #2 added RGB(82416, 59466, 51108)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #3 added RGB(7332, 3904, 2543)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #4 added RGB(9849, 5244, 3447)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #5 added RGB(877, 342, 170)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #6 added RGB(1307, 511, 252)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #7 added RGB(115, 33, 12)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #8 added RGB(174, 50, 19)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #9 added RGB(15, 3, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #10 added RGB(23, 5, 1)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
    Bounce #11 added RGB(2, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #12 added RGB(3, 0, 0)
    GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
    Bounce #13 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0300 sec>
    FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (5)
    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 (10)
    Writing leaf ambient...done
    Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (11)

    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 118/1024 5664/49152 (11.5%)
    brushes 1266/8192 15192/98304 (15.5%)
    brushsides 10430/65536 83440/524288 (15.9%)
    planes 12906/65536 258120/1310720 (19.7%)
    vertexes 10339/65536 124068/786432 (15.8%)
    nodes 3411/65536 109152/2097152 ( 5.2%)
    texinfos 938/12288 67536/884736 ( 7.6%)
    texdata 191/2048 6112/65536 ( 9.3%)
    dispinfos 674/0 118624/0 ( 0.0%)
    disp_verts 16906/0 338120/0 ( 0.0%)
    disp_tris 21664/0 43328/0 ( 0.0%)
    disp_lmsamples 1057732/0 1057732/0 ( 0.0%)
    faces 6029/65536 337624/3670016 ( 9.2%)
    hdr faces 6029/65536 337624/3670016 ( 9.2%)
    origfaces 4682/65536 262192/3670016 ( 7.1%)
    leaves 3530/65536 112960/2097152 ( 5.4%)
    leaffaces 6991/65536 13982/131072 (10.7%)
    leafbrushes 3758/65536 7516/131072 ( 5.7%)
    areas 11/256 88/2048 ( 4.3%)
    surfedges 47245/512000 188980/2048000 ( 9.2%)
    edges 28755/256000 115020/1024000 (11.2%)
    LDR worldlights 127/8192 11176/720896 ( 1.6%)
    HDR worldlights 127/8192 11176/720896 ( 1.6%)
    leafwaterdata 5/32768 60/393216 ( 0.0%)
    waterstrips 514/32768 5140/327680 ( 1.6%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 9246/65536 18492/131072 (14.1%)
    cubemapsamples 37/1024 592/16384 ( 3.6%)
    overlays 36/512 12672/180224 ( 7.0%)
    LDR lightdata [variable] 17403884/0 ( 0.0%)
    HDR lightdata [variable] 17403884/0 ( 0.0%)
    visdata [variable] 239180/16777216 ( 1.4%)
    entdata [variable] 238469/393216 (60.6%)
    LDR ambient table 3530/65536 14120/262144 ( 5.4%)
    HDR ambient table 3530/65536 14120/262144 ( 5.4%)
    LDR leaf ambient 17535/65536 490980/1835008 (26.8%)
    HDR leaf ambient 17535/65536 490980/1835008 (26.8%)
    occluders 1/0 40/0 ( 0.0%)
    occluder polygons 6/0 72/0 ( 0.0%)
    occluder vert ind 24/0 96/0 ( 0.0%)
    detail props [variable] 1/12 ( 8.3%)
    static props [variable] 1/50718 ( 0.0%)
    pakfile [variable] 5676560/0 ( 0.0%)
    physics [variable] 506556/4194304 (12.1%)
    physics terrain [variable] 118898/1048576 (11.3%)

    Level flags = 3

    Total triangle count: 16120
    Writing e:\mvm\tropics\map\mvm_tropics_rc10.bsp
    5 minutes, 5 seconds elapsed
    E:\mvm\Tropics\Map\mvm_tropics_rc10.bsp -> C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\mvm_tropics_rc10.bsp
    1 File(s) copied

    CompilePal - Automated Packaging
    Finding sources of game content...
    Found search paths...
    Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\custom\
    Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf
    Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\
    Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\content_packs\
    Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\custom_models\
    Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\custom_particles\
    Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\custom_sounds\
    Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\custom_materials\
    Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\custom_scripts\
    Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\maps_assets\
    Found wildcard path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf_dev\maps_dev\
    Found search path: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\bin
    Reading BSP...
    Initializing pak file...
    Writing file list...
    Running bspzip...
    Finished!
    ---------------------
    58 materials found
    80 models found
    0 particle files found
    0 sounds found
    additional files:
    ---------------------
    'Full - Both' compile finished in 00:25:39
    5 errors/warnings logged:
    (1) - Material not found!: [sub:1] (Caution)
    (2) - Can't load skybox file [sub:1] to build the default cubemap! (Caution)
    (3) - Can't load skybox file [sub:1] to build the default cubemap! (Caution)
    (4) - make_triangles:calc_triangle_representation: Cannot convert (Warning)
    (5) - make_triangles:calc_triangle_representation: Cannot convert (Warning)
     
  2. Pocket

    aa Pocket func_croc

    Messages:
    4,489
    Positive Ratings:
    2,213
    Well, for starters, you've got two brushes that appear to be invalid. Hit Ctrl-P to find out where they are.

    Also, this is probably unrelated to your question, but your occluders appear to be borked. You'll want to deal with that sooner or later.
     
  3. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

    Messages:
    360
    Positive Ratings:
    534
    I thought the broken occluders thing was just a long known compiler issue, and as long as they work in-game it's fine.
     
  4. Pocket

    aa Pocket func_croc

    Messages:
    4,489
    Positive Ratings:
    2,213
    Might be. I seem to recall getting some kind of occluded-related error trying to recompile SDK maps.
     
  5. Freyja

    aa Freyja ¯\_(ツ)_/¯

    Messages:
    2,819
    Positive Ratings:
    4,661
    Thst occluder error can definitely be ignored
     
  6. Dayal

    Dayal L2: Junior Member

    Messages:
    72
    Positive Ratings:
    184
    Ok, but no idea on what might cause this issue or a fix that I can try to see if that does the trick? I'd take a screenshot of the problem if I could, but kind of impossible to do considering how short its duration is. Alternatively, I could try to record it.