Skybox not found

Discussion in 'Mapping Questions & Discussion' started by Kraftwerk, Oct 12, 2009.

  1. Kraftwerk

    Kraftwerk L2: Junior Member

    Messages:
    86
    Positive Ratings:
    4
    Hammer refuses to use any skybox I specify, instead it crashes and closes and says "File not found lawl".
    Heres the compile (BTW I used interlopers first.)
    Code:
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\nednil007\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\nednil007\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\nednil007\sourcesdk_content\tf\mapsrc\mf_2castle_a5"
    
    Valve Software - vbsp.exe (May 19 2009)
    4 threads
    materialPath: c:\program files (x86)\steam\steamapps\nednil007\team fortress 2\tf\materials
    Loading C:\Program Files (x86)\Steam\steamapps\nednil007\sourcesdk_content\tf\mapsrc\mf_2castle_a5.vmf
    Patching WVT material: maps/mf_2castle_a5/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/mf_2castle_a5/dev/dev_blendmeasure2_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)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 2 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (1)
    writing C:\Program Files (x86)\Steam\steamapps\nednil007\sourcesdk_content\tf\mapsrc\mf_2castle_a5.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!
    Bad surface extents point: -6864.000000 -3072.000000 513.000000
    Bad surface extents point: -6864.000000 0.000000 513.000000
    Bad surface extents point: -3776.000000 0.000000 513.000000
    Bad surface extents point: -3776.000000 -3072.000000 513.000000
    Bad surface extents - surface is too big to have a lightmap
    	material WINTER/BLENDGRASSTOGRASS002 around point (-5320.0 -1536.0 513.0)
    	(dimension: 0, 133>126)
    
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\nednil007\sourcesdk\bin\orangebox\bin\vvis.exe"
    ** Parameters: -game "c:\program files (x86)\steam\steamapps\nednil007\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\nednil007\sourcesdk_content\tf\mapsrc\mf_2castle_a5"
    
    Valve Software - vvis.exe (May 19 2009)
    4 threads
    reading c:\program files (x86)\steam\steamapps\nednil007\sourcesdk_content\tf\mapsrc\mf_2castle_a5.bsp
    Error opening c:\program files (x86)\steam\steamapps\nednil007\sourcesdk_content\tf\mapsrc\mf_2castle_a5.bsp
    
    ** Executing...
    ** Command: "c:\program files (x86)\steam\steamapps\nednil007\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters:  -game "c:\program files (x86)\steam\steamapps\nednil007\team fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\nednil007\sourcesdk_content\tf\mapsrc\mf_2castle_a5"
    
    Valve Software - vrad.exe SSE (May 19 2009)
    
          Valve Radiosity Simulator     
    4 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading c:\program files (x86)\steam\steamapps\nednil007\sourcesdk_content\tf\mapsrc\mf_2castle_a5.bsp
    Error opening c:\program files (x86)\steam\steamapps\nednil007\sourcesdk_content\tf\mapsrc\mf_2castle_a5.bsp
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Program Files (x86)\Steam\steamapps\nednil007\sourcesdk_content\tf\mapsrc\mf_2castle_a5.bsp" "c:\program files (x86)\steam\steamapps\nednil007\team fortress 2\tf\maps\mf_2castle_a5.bsp"
    
    The command failed. Windows reported the error:
      "The system cannot find the file specified."
    
     
  2. The Political Gamer

    aa The Political Gamer

    Messages:
    4,468
    Positive Ratings:
    1,682
    *** 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!

    You mean this? If so don't worry about it we all get it.

    EDIT: material WINTER/BLENDGRASSTOGRASS002 around point (-5320.0 -1536.0 513.0)
    Bad brush, remake it.
     
    • Thanks Thanks x 1
  3. Kraftwerk

    Kraftwerk L2: Junior Member

    Messages:
    86
    Positive Ratings:
    4
    Nasty displacements. Always screwing with my compiles :/
     
  4. UFOslava

    UFOslava L1: Registered

    Messages:
    36
    Positive Ratings:
    0
    I get the same, and all my cubemaps are checkerboards :/


    Code:
    ** Executing...
    ** Command: "d:\steam\steamapps\ufoisback\sourcesdk\bin\orangebox\bin\vbsp.exe"
    ** Parameters: -game "d:\steam\steamapps\ufoisback\team fortress 2\tf" "D:\Steam\steamapps\ufoisback\sourcesdk_content\tf\mapsrc\pl_goldmine"
    
    Valve Software - vbsp.exe (May 19 2009)
    2 threads
    materialPath: d:\steam\steamapps\ufoisback\team fortress 2\tf\materials
    Loading D:\Steam\steamapps\ufoisback\sourcesdk_content\tf\mapsrc\pl_goldmine.vmf
    Patching WVT material: maps/pl_goldmine/nature/blendgroundtogravel004_wvt_patch
    Patching WVT material: maps/pl_goldmine/nature/blendrockgroundwall002_wvt_patch
    Patching WVT material: maps/pl_goldmine/nature/blendrockground003_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...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 1082 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    done (1)
    writing D:\Steam\steamapps\ufoisback\sourcesdk_content\tf\mapsrc\pl_goldmine.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_tf2_04_hdr weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04_hdr to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_tf2_04_hdr weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_tf2_04_hdr to build the default cubemap!
    Finding displacement neighbors...
    Found a displacement edge abutting multiple other edges.
    Finding lightmap sample positions...
    Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
    Building Physics collision data...
    done (2) (639365 bytes)
    Error! To use model "models/props_2fort/gibs/miningcrate001_break01.mdl"
          with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/props_2fort/gibs/miningcrate001_break01.mdl"!
    Error! To use model "models/player/soldier.mdl"
          with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/player/soldier.mdl"!
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 7238 texinfos to 3661
    Reduced 114 texdatas to 95 (3710 bytes to 3002)
    Writing D:\Steam\steamapps\ufoisback\sourcesdk_content\tf\mapsrc\pl_goldmine.bsp
    18 seconds elapsed
      -0.279400 -2.044524 0.000000
      0.355600 -1.986289 0.000000
      0.355600 -2.044524 0.000000
      -0.355600 -2.044524 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
      -0.279400 -2.044524 0.000000
      0.355600 -1.986289 0.000000
      0.355600 -2.044524 0.000000
      -0.355600 -2.044524 0.000000
    make_triangles:calc_triangle_representation: Cannot convert
    
    ** Executing...
    ** Command: "d:\steam\steamapps\ufoisback\sourcesdk\bin\orangebox\bin\vrad.exe"
    ** Parameters:  -game "d:\steam\steamapps\ufoisback\team fortress 2\tf" "D:\Steam\steamapps\ufoisback\sourcesdk_content\tf\mapsrc\pl_goldmine"
    
    Valve Software - vrad.exe SSE (May 19 2009)
    
          Valve Radiosity Simulator     
    2 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']
    
    Loading d:\steam\steamapps\ufoisback\sourcesdk_content\tf\mapsrc\pl_goldmine.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (5.85 seconds)
    8329 faces
    4 degenerate faces
    1737450 square feet [250192800.00 square inches]
    382 Displacements
    151748 Square Feet [21851724.00 Square Inches]
    sun extent from map=0.087156
    134 direct lights
    BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (81)
    Build Patch/Sample Hash Table(s).....Done<0.0578 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (13)
    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 (72)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                  53/1024         2544/49152    ( 5.2%) 
    brushes               1619/8192        19428/98304    (19.8%) 
    brushsides           11653/65536       93224/524288   (17.8%) 
    planes                7860/65536      157200/1310720  (12.0%) 
    vertexes             14538/65536      174456/786432   (22.2%) 
    nodes                 4485/65536      143520/2097152  ( 6.8%) 
    texinfos              3661/12288      263592/884736   (29.8%) 
    texdata                 95/2048         3040/65536    ( 4.6%) 
    dispinfos              382/0           67232/0        ( 0.0%) 
    disp_verts           14814/0          296280/0        ( 0.0%) 
    disp_tris            21248/0           42496/0        ( 0.0%) 
    disp_lmsamples      445744/0          445744/0        ( 0.0%) 
    faces                 8329/65536      466424/3670016  (12.7%) 
    hdr faces                0/65536           0/3670016  ( 0.0%) 
    origfaces             5512/65536      308672/3670016  ( 8.4%) 
    leaves                4539/65536      145248/2097152  ( 6.9%) 
    leaffaces            10347/65536       20694/131072   (15.8%) 
    leafbrushes           3928/65536        7856/131072   ( 6.0%) 
    areas                    2/256            16/2048     ( 0.8%) 
    surfedges            62931/512000     251724/2048000  (12.3%) 
    edges                37838/256000     151352/1024000  (14.8%) 
    LDR worldlights        134/8192        11792/720896   ( 1.6%) 
    HDR worldlights          0/8192            0/720896   ( 0.0%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips            766/32768        7660/327680   ( 2.3%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices         14280/65536       28560/131072   (21.8%) 
    cubemapsamples          26/1024          416/16384    ( 2.5%) 
    overlays                18/512          6336/180224   ( 3.5%) 
    LDR lightdata         [variable]     5703972/0        ( 0.0%) 
    HDR lightdata         [variable]           0/0        ( 0.0%) 
    visdata               [variable]           0/16777216 ( 0.0%) 
    entdata               [variable]      124568/393216   (31.7%) 
    LDR ambient table     4539/65536       18156/262144   ( 6.9%) 
    HDR ambient table     4539/65536       18156/262144   ( 6.9%) 
    LDR leaf ambient     23314/65536      652792/1835008  (35.6%) 
    HDR leaf ambient      4539/65536      127092/1835008  ( 6.9%) 
    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]           1/50456    ( 0.0%) 
    pakfile               [variable]       14370/0        ( 0.0%) 
    physics               [variable]      639365/4194304  (15.2%) 
    physics terrain       [variable]       77732/1048576  ( 7.4%) 
    
    Level flags = 0
    
    Total triangle count: 24143
    Writing d:\steam\steamapps\ufoisback\sourcesdk_content\tf\mapsrc\pl_goldmine.bsp
    2 minutes, 54 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "D:\Steam\steamapps\ufoisback\sourcesdk_content\tf\mapsrc\pl_goldmine.bsp" "d:\steam\steamapps\ufoisback\team fortress 2\tf\maps\pl_goldmine.bsp"
    
    
    ** Executing...
    ** Command: d:\steam\steam.exe
    ** Parameters: -applaunch 440 -game "d:\steam\steamapps\ufoisback\team fortress 2\tf" -windowed -width 1024 -height 768 -dev +map "pl_goldmine"
    
    
     
  5. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

    Messages:
    1,264
    Positive Ratings:
    748
    Dont give displacements nodraw textures. instead destroy the displacement face
    Fix this by making those props a prop_dynamic

    And that should be all
     
  6. Nutomic

    Nutomic L11: Posh Member

    Messages:
    888
    Positive Ratings:
    177
    >ou have nodraw on a displacement, which is bad. Seems this doenst let it fully compile.
     
  7. UFOslava

    UFOslava L1: Registered

    Messages:
    36
    Positive Ratings:
    0
    Can this be a reason for screwn up cubemaps all over the map?
    Besides, only 1 cubemap works :/
     
  8. Nutomic

    Nutomic L11: Posh Member

    Messages:
    888
    Positive Ratings:
    177
    You best try to fix this and then see, i dont know, but it is possible.
     
  9. UFOslava

    UFOslava L1: Registered

    Messages:
    36
    Positive Ratings:
    0
    Ok, one more stupid question...
    May the cubemaps not work because i dont compile with vis?
    I know that in l4d it affects the water reflection directly.
     
    Last edited: Oct 14, 2009
  10. Lancey

    aa Lancey Currently On: ?????

    Messages:
    3,076
    Positive Ratings:
    1,314
    Uh... VRAD doesn't run properly if VVIS doesn't run. So run VVIS.
     
    • Thanks Thanks x 1
  11. UFOslava

    UFOslava L1: Registered

    Messages:
    36
    Positive Ratings:
    0
    Thanks, ill try.