Skybox Problems

Discussion in 'Mapping Questions & Discussion' started by PC's_Frank, Jul 21, 2014.

  1. PC's_Frank

    PC's_Frank L4: Comfortable Member

    Messages:
    179
    Positive Ratings:
    26
    First off, let me just take a moment to thank everyone on this website for being so helpful. I've been working on a TF2 payload map for nearly two years, and thanks to you, it is almost in the alpha stage.

    I have encountered some problems, which I suspect are related to lighting and the skybox. The first is a relatively minor one, curved track pieces are casting strange shadows, as seen in the picture.

    http://steamcommunity.com/sharedfiles/filedetails/?id=289604694

    However, I'm afraid these shadows are the least of my concerns. Moving westward in the map becomes slow and difficult because the 3d skybox, for whatever reason, seems to be copying all of the brushes, props, and entities in the map and re-rendering them in that direction, as seen in this next screenshot.

    http://steamcommunity.com/sharedfiles/filedetails/?id=289604753

    I am not sure what could be causing this. I am also posting the compile log for the map below.

    EDIT: ANOTHER DETAIL I FORGOT TO MENTION: My skybox has no bottom in it because, for whatever reason, it comes out all glitched and "jittery," for lack of a better term when it has one. I'm not sure if it's related to the problem, but I thought I should mention it.


    ** 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\owner\Desktop\pl map\sdk_pl_siege_skyboxedit7test.vmf"

    Valve Software - vbsp.exe (Jul 7 2014)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\owner\Desktop\pl map\sdk_pl_siege_skyboxedit7test.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    fixing up env_cubemap materials on brush sides...
    ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
    **** leaked ****
    Entity sky_camera (6466.96 -3016.54 80.88) leaked!

    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8192.0 2560.0 126.5)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (7680.0 3072.0 126.5)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6144.0 2560.0 -222.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6144.0 2560.0 1603.5)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6656.0 3072.0 126.5)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (8192.0 1536.0 126.5)
    Leaf 0 contents:
    Leaf 1 contents: CONTENTS_SOLID
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6144.0 1536.0 516.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:


    FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (6144.0 1536.0 -961.0)
    Leaf 0 contents: CONTENTS_SOLID
    Leaf 1 contents:
    viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
    This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
    Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
    Candidate brush IDs:

    *** Suppressing further FindPortalSide errors.... ***
    Processing areas...done (0)
    Building Faces...done (0)
    Chop Details...done (0)
    Find Visible Detail Sides...
    Merged 242 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    done (4)
    *** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_gravel_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_gravel_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_gravel_01 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 (2) (1131357 bytes)
    Static prop models/props_gameplay/door_grate002_floorplate.mdl outside the map (4588.00, 1286.00, 65.00)
    Static prop models/props_gameplay/door_grate002_floorplate.mdl outside the map (4588.00, 1817.00, 65.00)
    Static prop models/props_gameplay/door_grate002_floorplate.mdl outside the map (3731.00, 2336.00, -66.00)
    Static prop models/props_mining/track_straight_32.mdl outside the map (1930.00, -237.00, 64.00)
    Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
    Compacting texture/material tables...
    Reduced 9916 texinfos to 6162
    Reduced 76 texdatas to 73 (1585 bytes to 1487)
    Writing C:\Users\owner\Desktop\pl map\sdk_pl_siege_skyboxedit7test.bsp
    16 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\owner\Desktop\pl map\sdk_pl_siege_skyboxedit7test"

    Valve Software - vvis.exe (Jul 7 2014)
    4 threads
    reading c:\users\owner\desktop\pl map\sdk_pl_siege_skyboxedit7test.bsp
    reading c:\users\owner\desktop\pl map\sdk_pl_siege_skyboxedit7test.prt
    LoadPortals: couldn't read c:\users\owner\desktop\pl map\sdk_pl_siege_skyboxedit7test.prt


    ** 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\owner\Desktop\pl map\sdk_pl_siege_skyboxedit7test"

    Valve Software - vrad.exe SSE (Jul 7 2014)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']

    Loading c:\users\owner\desktop\pl map\sdk_pl_siege_skyboxedit7test.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (5.84 seconds)
    20190 faces
    21 degenerate faces
    3456823 square feet [497782528.00 square inches]
    40 Displacements
    28881 Square Feet [4158888.00 Square Inches]
    sun extent from map=0.000000
    can't solve quadratic for light 1024.000000 1024.000000
    can't solve quadratic for light 1024.000000 1024.000000
    can't solve quadratic for light 180.000000 180.000000
    can't solve quadratic for light 1024.000000 1024.000000
    can't solve quadratic for light 1024.000000 1024.000000
    can't solve quadratic for light 1024.000000 1024.000000
    can't solve quadratic for light 1024.000000 1024.000000
    can't solve quadratic for light 1024.000000 1024.000000
    249 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (273)
    Build Patch/Sample Hash Table(s).....Done<0.1242 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 (109)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 223/1024 10704/49152 (21.8%)
    brushes 2983/8192 35796/98304 (36.4%)
    brushsides 19027/65536 152216/524288 (29.0%)
    planes 12514/65536 250280/1310720 (19.1%)
    vertexes 35272/65536 423264/786432 (53.8%)
    nodes 14858/65536 475456/2097152 (22.7%)
    texinfos 6162/12288 443664/884736 (50.1%)
    texdata 73/2048 2336/65536 ( 3.6%)
    dispinfos 40/0 7040/0 ( 0.0%)
    disp_verts 1784/0 35680/0 ( 0.0%)
    disp_tris 2624/0 5248/0 ( 0.0%)
    disp_lmsamples 141472/0 141472/0 ( 0.0%)
    faces 20190/65536 1130640/3670016 (30.8%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 9739/65536 545384/3670016 (14.9%)
    leaves 15082/65536 482624/2097152 (23.0%)
    leaffaces 24124/65536 48248/131072 (36.8%)
    leafbrushes 13621/65536 27242/131072 (20.8%)
    areas 2/256 16/2048 ( 0.8%)
    surfedges 139674/512000 558696/2048000 (27.3%)
    edges 81621/256000 326484/1024000 (31.9%)
    LDR worldlights 249/8192 21912/720896 ( 3.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 2385/32768 23850/327680 ( 7.3%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 41550/65536 83100/131072 (63.4%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 36/512 12672/180224 ( 7.0%)
    LDR lightdata [variable] 11375524/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 208310/393216 (53.0%)
    LDR ambient table 15082/65536 60328/262144 (23.0%)
    HDR ambient table 15082/65536 60328/262144 (23.0%)
    LDR leaf ambient 75462/65536 2112936/1835008 (115.1%) VERY FULL!
    HDR leaf ambient 15082/65536 422296/1835008 (23.0%)
    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] 1/34846 ( 0.0%)
    pakfile [variable] 423/0 ( 0.0%)
    physics [variable] 1131357/4194304 (27.0%)
    physics terrain [variable] 9528/1048576 ( 0.9%)

    Level flags = 0

    Total triangle count: 60206
    Writing c:\users\owner\desktop\pl map\sdk_pl_siege_skyboxedit7test.bsp
    6 minutes, 44 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\owner\Desktop\pl map\sdk_pl_siege_skyboxedit7test.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\sdk_pl_siege_skyboxedit7test.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" +map "sdk_pl_siege_skyboxedit7test" -steam
     
    Last edited: Jul 21, 2014
  2. Dragonisser

    Dragonisser L1: Registered

    Messages:
    37
    Positive Ratings:
    15
    • Thanks Thanks x 1
    Last edited: Jul 22, 2014
  3. YM

    aa YM LVL100 YM

    Messages:
    7,099
    Positive Ratings:
    5,739
    Fix your leak so that vvis will run, that'll nuke -most- of those skybox vis errors, currently you can see everything all the time because there is no vis info.

    2nd your track pieces have weird shadows because vrad defaults to bounding boxes for models with no collision mesh. To fix it run a compile with -staticproppolys (linky) That tends to be a release version compile setting though, so ignore it until then.

    Also a general rule of thumb:
    Fix any leak before looking at other problems. Leaks cause all sorts of things to go squiffy.
     
    • Thanks Thanks x 1
  4. PC's_Frank

    PC's_Frank L4: Comfortable Member

    Messages:
    179
    Positive Ratings:
    26
    Once again, I'd like to thank everyone for the help. I've spent the last day or so working on fixing the leaks. Unfortunately, the problem still seems to persist. No point file was made, so I'm assuming this means there's less of a chance of there being a leak. However, compile times increased exponentially. The most recent compile didn't take to long for some reason, and I'm posting the log in the website you recommended. I am also posting it below, and am currently trying to carry out the recommendations from interlopers.


    ** 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\owner\Desktop\pl map\sdk_pl_siege_detailtest.vmf"

    Valve Software - vbsp.exe (Jul 7 2014)
    4 threads
    materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
    Loading C:\Users\owner\Desktop\pl map\sdk_pl_siege_detailtest.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Error: displacement found on a(n) func_detail entity - not supported (entity 1340, brush 0)


    ** 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\owner\Desktop\pl map\sdk_pl_siege_detailtest"

    Valve Software - vvis.exe (Jul 7 2014)
    4 threads
    reading c:\users\owner\desktop\pl map\sdk_pl_siege_detailtest.bsp
    reading c:\users\owner\desktop\pl map\sdk_pl_siege_detailtest.prt
    LoadPortals: couldn't read c:\users\owner\desktop\pl map\sdk_pl_siege_detailtest.prt


    ** 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\owner\Desktop\pl map\sdk_pl_siege_detailtest"

    Valve Software - vrad.exe SSE (Jul 7 2014)

    Valve Radiosity Simulator
    4 threads
    [Reading texlights from 'lights.rad']
    [34 texlights parsed from 'lights.rad']

    Loading c:\users\owner\desktop\pl map\sdk_pl_siege_detailtest.bsp
    No vis information, direct lighting only.
    Setting up ray-trace acceleration structure... Done (5.74 seconds)
    18193 faces
    16 degenerate faces
    2483312 square feet [357596928.00 square inches]
    40 Displacements
    28881 Square Feet [4158888.00 Square Inches]
    sun extent from map=0.000000
    can't solve quadratic for light 1024.000000 1024.000000
    can't solve quadratic for light 1024.000000 1024.000000
    can't solve quadratic for light 180.000000 180.000000
    can't solve quadratic for light 1024.000000 1024.000000
    can't solve quadratic for light 1024.000000 1024.000000
    can't solve quadratic for light 1024.000000 1024.000000
    can't solve quadratic for light 1024.000000 1024.000000
    can't solve quadratic for light 1024.000000 1024.000000
    249 direct lights
    BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (270)
    Build Patch/Sample Hash Table(s).....Done<0.1211 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 (48)
    Writing leaf ambient...done
    Ready to Finish

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 223/1024 10704/49152 (21.8%)
    brushes 2991/8192 35892/98304 (36.5%)
    brushsides 19085/65536 152680/524288 (29.1%)
    planes 12586/65536 251720/1310720 (19.2%)
    vertexes 31388/65536 376656/786432 (47.9%)
    nodes 12048/65536 385536/2097152 (18.4%)
    texinfos 6076/12288 437472/884736 (49.4%)
    texdata 73/2048 2336/65536 ( 3.6%)
    dispinfos 40/0 7040/0 ( 0.0%)
    disp_verts 1784/0 35680/0 ( 0.0%)
    disp_tris 2624/0 5248/0 ( 0.0%)
    disp_lmsamples 141472/0 141472/0 ( 0.0%)
    faces 18193/65536 1018808/3670016 (27.8%)
    hdr faces 0/65536 0/3670016 ( 0.0%)
    origfaces 9472/65536 530432/3670016 (14.5%)
    leaves 12272/65536 392704/2097152 (18.7%)
    leaffaces 22257/65536 44514/131072 (34.0%)
    leafbrushes 13576/65536 27152/131072 (20.7%)
    areas 3/256 24/2048 ( 1.2%)
    surfedges 128940/512000 515760/2048000 (25.2%)
    edges 75158/256000 300632/1024000 (29.4%)
    LDR worldlights 249/8192 21912/720896 ( 3.0%)
    HDR worldlights 0/8192 0/720896 ( 0.0%)
    leafwaterdata 0/32768 0/393216 ( 0.0%)
    waterstrips 2157/32768 21570/327680 ( 6.6%)
    waterverts 0/65536 0/786432 ( 0.0%)
    waterindices 37503/65536 75006/131072 (57.2%)
    cubemapsamples 0/1024 0/16384 ( 0.0%)
    overlays 36/512 12672/180224 ( 7.0%)
    LDR lightdata [variable] 11094656/0 ( 0.0%)
    HDR lightdata [variable] 0/0 ( 0.0%)
    visdata [variable] 0/16777216 ( 0.0%)
    entdata [variable] 208312/393216 (53.0%)
    LDR ambient table 12272/65536 49088/262144 (18.7%)
    HDR ambient table 12272/65536 49088/262144 (18.7%)
    LDR leaf ambient 55673/65536 1558844/1835008 (85.0%) VERY FULL!
    HDR leaf ambient 12272/65536 343616/1835008 (18.7%)
    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] 1/34584 ( 0.0%)
    pakfile [variable] 408/0 ( 0.0%)
    physics [variable] 1132653/4194304 (27.0%)
    physics terrain [variable] 9528/1048576 ( 0.9%)

    Level flags = 0

    Total triangle count: 54539
    Writing c:\users\owner\desktop\pl map\sdk_pl_siege_detailtest.bsp
    5 minutes, 38 seconds elapsed

    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\Users\owner\Desktop\pl map\sdk_pl_siege_detailtest.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\sdk_pl_siege_detailtest.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" +map "sdk_pl_siege_detailtest" -steam
     
    Last edited: Jul 23, 2014
  5. Crash

    aa Crash func_nerd

    Messages:
    3,074
    Positive Ratings:
    4,563
    You tied a displacement to a func_detail. Find that and change it back to a world brush.