Something hidden is screwing up my skybox

Discussion in 'Mapping Questions & Discussion' started by Forthex, Sep 1, 2008.

  1. Forthex

    Forthex L2: Junior Member

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    Recently, when working on my map, I noticed this error:

    I ran buildcubemaps in tf2's console and low and behold, I get this:


    I did a search and read that some of the TF2 skybox textures are misshaped or don't line up or something and can cause this error without any real effect on the map. Fine. So I found an earlier copy I saved, that I clearly remember had no errors, and loaded it up, the same problem occurs; I get a skybox error and an in game buildcubemap error, with any skybox.

    So I make a test map to see if it's all across the board. I make a 640x640x256 concrete textured brush, make it hollow at 2 thickness. Then I make a 768x768x384 brush with the skybox, hollowed out at 2 units thick. I place an info_player_teamspawn and an env_cubemap and compile the map. I get the "run buildcubemaps in engine" error, run the map, run buildcubemaps and it works.

    I'm really stuck, and I don't want to start over. Any help would be appreciate it! Oh, and I'm not using any model textures.
     
  2. nossie

    nossie L3: Member

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    im pretty sure u can ignore that error.. its valves vault they forgot to build cubemaps for the skybox (i think) i only skimmed it as my dad is yelling at me to go to bed best to get another answer tho
     
  3. Forthex

    Forthex L2: Junior Member

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    but, isn't is a problem that I still can't build by own cube maps using the buildcubemaps console command? Or am I reading it wrong, and it's just telling me that it can't find a default cube map, and it just makes it's own anyway?
     
  4. MrAlBobo

    MrAlBobo L13: Stunning Member

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    the skybox error means basically nothing...
    and about the cubemaps error, it may seem obvious...but have you placed env_cubemaps in your map?
    If you do have cubemaps, ive sometimes seen the buildcubemaps command give me that error while tf2 is running in a window at a lower resolution. So...try raising your screen resolution when you buildcubemaps
     
  5. Forthex

    Forthex L2: Junior Member

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    I run tf2 at a 1280x1024 resolution, in full screen, and I can't go any higher b/c of my monitor. And I have env_cubemaps in my map. However, I haven't added any light sources (or even lighting props/models). Would that be a problem?
     
  6. l3eeron

    l3eeron L8: Fancy Shmancy Member

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    you need to buildcubemaps correctly.....


    - create server started with you your map

    - go into console and type


    Code:
    buildcubemaps
    - Disconnect from the server (not quit)

    - restart map, go into console and type

    Code:
    map mapname
    - buildcubemaps again like before

    - turn cheats on

    Code:
    sv_cheats 1
    reload the cubemap data:

    Code:
    mat_reloadallmaterials

    - Disconnect again

    - restart map again.... add files with pakrat and release
     
  7. teddyruxpin

    teddyruxpin Sr. Hygiene Technician

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    First make sure you skybox file name ends with _hdr. IE sky_hydro_01_hdr. Then build the map with '--both' set as a flag or select 'HDR' along with the 'Normal' setting for VVIS and VRAD. Once the map is built load it up by 'Creating a Server' and then select your map

    In your dev console do the following while the game is running.

    sv_cheats 1
    mat_specular 0 (turn off reflections)
    mat_hdr_level 0 (to go to LDR)
    buildcubemaps
    map mapname (to reload map)

    sv_cheats 1
    mat_hdr_level 2 (to go back to HDR)
    mat_specular 1 ( turn on reflections)
    buildcubemaps
    map mapname (to reload map)

    Done. I had the same issue until I used the -both flag and then also build the cubemaps for both LDR and HDR modes.

    http://developer.valvesoftware.com/wiki/Cubemaps

    -Teddy
     
    Last edited: Sep 3, 2008
  8. MrStump

    MrStump L1: Registered

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    I recently used the lumberyard sky in a map. It has no default cubemap, meaning that if you did not place any env_cubemap entities on your map, you will be looking at a lot of checkered reflections. When you follow the whole "buildcubemap" console moves that were already described (I use the mat_specular way), it builds cubemaps, so a default cubemap is not required. In other words, ignore that error. And every time you compile your map, you will have to buildcubemaps again. You don't HAVE to do it until you are nearing a release and looking for problems, because the map will run fine without you doing it.

    And if you haven't added any lights, Hammer will auto-light everything... horribly. But everything will still work. It will just look like poop. =)
     
    Last edited: Sep 2, 2008