[Solved] Weird skybox error

The_Gl!tch.exe

L3: Member
Apr 3, 2018
114
3
Hello there,
I've recently added a skybox area to my map and since then everything went a bit weird. The 3D-skybox only contains the sky_camera entity, light_environment and a disabled func_brush which gets enabled with a button.
However soon after adding I ran into multiple problems.
1. The light_environment was "gone". I fixed this by putting the sky_camera to the ceiling of the skybox area.
2. The skybox textures are flickering. I have no idea what causes this.
3. The map has separate areas having 2D-skybox textures. Those have even more heavy flickering.
4. The skybox room doesn't appear on the map, but the func_brush appears on the map skybox texture when it's enabled.
5. The map has no leak (I already checked the log), but the flickering skybox texture areas are like leak textures when the player starts looking down.
Is it possible to fix this? Or is it a sign that the map is too big?
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Can you post your compile log please?
 

The_Gl!tch.exe

L3: Member
Apr 3, 2018
114
3
Code:
** 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a7.vmf"

Valve Software - vbsp.exe (Sep 23 2019)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a7.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/trade_island_a7/nature/blendrockgroundwallforest001_wvt_patch
Patching WVT material: maps/trade_island_a7/coalmines/blendgroundtograss_coalmines_wvt_patch
Patching WVT material: maps/trade_island_a7/coalmines/blendgroundtograss_coalmines2_wvt_patch
Patching WVT material: maps/trade_island_a7/egypt/sky_sand_waves_01_wvt_patch
Patching WVT material: maps/trade_island_a7/swamp/nature/blendswampmudtodirt001_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 562 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a7.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
  skybox/night_mountain*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
  skybox/night_mountain*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Warning: overflowed 8 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 (3) (558093 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 3070 texinfos to 2008
Reduced 77 texdatas to 66 (1926 bytes to 1466)
Writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a7.bsp
Wrote ZIP buffer, estimated size 234776, actual size 233356
7 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a7"

Valve Software - vvis.exe (Sep 23 2019)
4 threads
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a7.bsp
reading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a7.prt
 516 portalclusters
1596 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 (122)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 218558
Average clusters visible: 423
Building PAS...
Average clusters audible: 435
visdatasize:67486  compressed from 74304
writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a7.bsp
2 minutes, 2 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:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a7"

Valve Software - vrad.exe SSE (Sep 23 2019)

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

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a7.bsp
Setting up ray-trace acceleration structure... Done (8.90 seconds)
7464 faces
6 degenerate faces
10836318 square feet [1560429824.00 square inches]
193 Displacements
1841530 Square Feet [265180320.00 Square Inches]
7458 patches before subdivision
145840 patches after subdivision
sun extent from map=0.173648
968 direct lights
BuildFacelights:  0...1...2...3...4...5...6...7...8...9...10 (517)
BuildVisLeafs:  0...1...2...3...4...5...6...7...8...9...10 (64)
transfers 12620186, max 1328
transfer lists:  96.3 megs
GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #1 added RGB(218375, 135734, 176186)
GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #2 added RGB(21177, 8703, 10559)
GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #3 added RGB(5276, 2398, 1635)
GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #4 added RGB(555, 170, 111)
GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #5 added RGB(284, 110, 33)
GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #6 added RGB(28, 7, 2)
GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #7 added RGB(20, 6, 1)
GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #8 added RGB(2, 0, 0)
GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (1)
   Bounce #9 added RGB(2, 0, 0)
GatherLight:  0...1...2...3...4...5...6...7...8...9...10 (0)
   Bounce #10 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1013 sec>
FinalLightFace:  0...1...2...3...4...5...6...7...8...9...10 (16)
FinalLightFace Done
46 of 59 (77% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (15)
Writing leaf ambient...done
Ready to Finish

Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models  82/1024  3936/49152  ( 8.0%)
brushes  1521/8192  18252/98304  (18.6%)
brushsides  10456/65536  83648/524288  (16.0%)
planes  6566/65536  131320/1310720  (10.0%)
vertexes  11402/65536  136824/786432  (17.4%)
nodes  1439/65536  46048/2097152  ( 2.2%)
texinfos  2008/12288  144576/884736  (16.3%)
texdata  66/2048  2112/65536  ( 3.2%)
dispinfos  193/0  33968/0  ( 0.0%)
disp_verts  15633/0  312660/0  ( 0.0%)
disp_tris  24704/0  49408/0  ( 0.0%)
disp_lmsamples  1087704/0  1087704/0  ( 0.0%)
faces  7464/65536  417984/3670016  (11.4%)
hdr faces  0/65536  0/3670016  ( 0.0%)
origfaces  6021/65536  337176/3670016  ( 9.2%)
leaves  1522/65536  48704/2097152  ( 2.3%)
leaffaces  9185/65536  18370/131072  (14.0%)
leafbrushes  2511/65536  5022/131072  ( 3.8%)
areas  5/256  40/2048  ( 2.0%)
surfedges  59332/512000  237328/2048000  (11.6%)
edges  35164/256000  140656/1024000  (13.7%)
LDR worldlights  968/8192  85184/720896  (11.8%)
HDR worldlights  0/8192  0/720896  ( 0.0%)
leafwaterdata  1/32768  12/393216  ( 0.0%)
waterstrips  921/32768  9210/327680  ( 2.8%)
waterverts  0/65536  0/786432  ( 0.0%)
waterindices  16260/65536  32520/131072  (24.8%)
cubemapsamples  0/1024  0/16384  ( 0.0%)
overlays  0/512  0/180224  ( 0.0%)
LDR lightdata  [variable]  9553232/0  ( 0.0%)
HDR lightdata  [variable]  0/0  ( 0.0%)
visdata  [variable]  67486/16777216 ( 0.4%)
entdata  [variable]  358847/393216  (91.3%) VERY FULL!
LDR ambient table  1522/65536  6088/262144  ( 2.3%)
HDR ambient table  1522/65536  6088/262144  ( 2.3%)
LDR leaf ambient  6144/65536  172032/1835008  ( 9.4%)
HDR leaf ambient  1522/65536  42616/1835008  ( 2.3%)
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]  1/122218  ( 0.0%)
pakfile  [variable]  233356/0  ( 0.0%)
physics  [variable]  558093/4194304  (13.3%)
physics terrain  [variable]  20717/1048576  ( 2.0%)

Level flags = 0

Total triangle count: 20504
Writing c:\program files (x86)\steam\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a7.bsp
10 minutes, 22 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\trade_island_a7.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\trade_island_a7.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 "trade_island_a7" -steam
 

The_Gl!tch.exe

L3: Member
Apr 3, 2018
114
3
It turned out that the skybox was a little bit smaller than it was supposed to be and that caused the leak appearance on the skybox textures.
Apparently 2D-skybox textures were affected as well.