[Tutorial] Cubemaps and How To Make them

Discussion in 'Tutorials & Resources' started by Squit, Sep 8, 2015.

  1. Squit

    Squit L1: Registered

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    Steampipe broke a lot of things, including cubemaps. And from what I've seen, there isn't a recent tutorial on how to make them. (The latest tutorial that I've come across here dates back four years, so an update is helpful, yes?) Luckily I've done some digging, and I'm willing to walk you through how to make sure they work.

    Start TF2 via your usual way. Some people prefer Steam, others have it as a desktop shortcut. Just make sure you can access the Developer Console and your map while in-game.

    Via your console, you want to enter these commands (Don't add the :cookie:'s, nor the bracketed text!), wait time varies on computer power. This takes me about 3 minuets, give or take loading times and if I'm doing LDR or HDR.

    HDR Cubemap building (This is the longer of the two):

    :cookie: sv_cheats 1 (This command is just to make sure you're doing things right.)
    :cookie: mat_specular 0
    :cookie: mat_bumpmap 0 (This removes the superbright glow that some props may get when baking your cubemaps with HDR lighting. Thanks to worMatty for letting me know!)
    :cookie: mat_hdr_level 2 (I play normally at 1, so just to double-check)
    :cookie: map <your_map_name>
    :cookie: buildcubemaps
    :cookie: map cp_badlands (this command can be exchanged for any official map, I personally find Harvest runs fastest for me, but then again I play that map often so)
    :cookie: mat_hdr_level 0
    :cookie: map <your_map_name>
    :cookie: buildcubemaps
    :cookie: map cp_badlands

    Now just use the (mat_hdr_level) to reset your HDR, mine's normally at 1. I restart TF2 to view the final results, but that's because my computer is buggy and doesn't like showing me mat_specular 1 after I turn it off. (I need to verify my game cache, shoosh.) That and restarting TF2 clears all caches, I believe, so this will show you your beautiful cubemaps no matter what! Just remember to turn down your map's Tone Scale thinger, otherwise you'll blind your players.

    LDR Cubemap Building:

    :cookie: sv_cheats 1
    :cookie: mat_specular 0
    :cookie: mat_hdr_level 0
    :cookie: map <your_map_name>
    :cookie: buildcubemaps
    :cookie: mat_specular 1
    :cookie: map cp_badlands
    :cookie: map <your_map_name>

    This is basically a watered down version of HDR compiling, but it works for me. You can find other links to build cubemaps here, if what I'm saying is confusing.

    Now, it's time to look at this awesome tutorial for the rest of how to get your map onto it's own thread here in the Map Factory, and elsewhere! :jimijam:

    But wait! My cubemaps didn't build properly! My control point isn't shining, nor is anything else rendering correctly!

    Yeah, that happens sometimes.

    First of all, did you rename your .BSP? If so, that screws with the cubemap VMFs (in other words, how the game sees your cubemaps). Remember to never rename your .BSP after you compile, just save your .VMF file the same name as you'd like your .BSP to be named and then compile and bake your cubemaps. Then check and see if your cubemaps baked properly.

    If that didn't fix it, then it sounds like your compile tool could also be building default (aka ugly, not-shiny and not-what-you-want) cubemaps and not letting you bake normal cubemaps via the in-game console. There are two ways of fixing this, one with VIDE , and the other with a command line during your compile process. The command line fix is thanks to worMatty!

    VIDE Cubemap Fix

    Warning: This way of doing things might break any staticproplighting you might have compiled with, so if you're wary of that happening use the command line method instead! (Thanks to @Fr0Z3nR for pointing this out!)

    You should compile your map with your usual program, I personally use VBCT to do this. You can use HDR, I'll cover that. Now that your map is compiled, you're going to need to use VIDE to edit the .BSP, then build your cubemaps.

    Just a note, Pakrat seems to have issues editing a file multiple times. I personally have only used VIDE, but if you can do the fix then pack and save, then build cubemaps, that would be the proper way to do it, I believe. VIDE doesn't seem to have this issue, but packing with this step is recommended.
    _______________________________________________________
    _______________________________________________________​

    Command line Cubemap Fix

    For this fix you can use CompilePal, a alternative to VBCT, because I haven't found a way to add the string to VBCT without editing your default.pro every time. (I'll show how to edit your default.pro, as well as add the command line to CompliePal.) I'm going to quote worMatty until I can grab screenshots and update this thread accordingly.

    _______________________________________________________
    Now, if you use the VIDE method, copy the .BSP you just took the cubemaps out of to your "...Steam/steamapps/common/Team Fortress 2/tf/maps/" folder and build your new cubemaps into the map.

    If you used the command line fix, then you just pack and build your cubemaps like normal.

    I hope this could help someone, I know it would have been easier to see it in this format from the start for me.

    I still have no idea on how to end things.
     
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    Last edited: Oct 3, 2015
  2. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Something to note, this was the issue that plagued snowplow for months, and was supposedly going to be fixed with the gun mettle update.

    A side effect of this, that occurred on snowplow, is that it is possible, though maybe not consistent, to remove the lump file that contains staticproplighting. In essence, undoing any compile option like that. That is, if you compiled with staticproplighting and staticproppoly, this method may break that lighting, and make it look like you didn't compile with the option at all.

    I used pakrat, VIDE might not do this. I haven't seen been able to replicate it consistently.


    Beyond that warning: nice guide!
     
  3. Squit

    Squit L1: Registered

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    Thank you for mentioning this! I'll add it to the guide, as a warning. I haven't noticed it bugging out my staticproplighting with VIDE, but then again I'm very new to mapping, so it may be my inexperience that's speaking here, and it could end up just erasing it.

    And considering Valve time, I'm going to gun on around Scream Fortress for a Hammer update, when they're done making their own tweaks to Hammer and they've worked with the program for a bit to ensure it's stable enough for a general release. At least, that's what I would do. :psyduck:
     
  4. worMatty

    aa worMatty Repacking Evangelist

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    Hello, there. Thanks for this guide.

    Unfortunately, the modified VBSP you mention doesn't work with TF2's compile tools. The version of VBSP in TF2 is different to all the others. I tried producing a new version from the Source SDK 2013 MP code a while ago, but it failed.

    It makes no difference whether you pack your custom assets before or after you build your cubemaps, because the game engine loads them in regardless of their location. Any problems involving the repeated packing of a BSP are caused by Pakrat. I know of no such problems with VIDE or BSPZIP.

    As Frozen says, the black cubemap problem hasn't been seen or spoken about in this community, as far as I know, for some time so the problem seems to have gone away. But if someone does still get them they can add a line to their compile process like this:
    Code:
    bspzip.exe -deletecubemaps <map.bsp>
    That deletes all the VTFs in your BSP as part of the compile process. It needs to happen after VBSP and before the Copy and Game steps (and the Pack step if you use CompilePal). You will probably need to use the full path to bspzip.exe, depending on your compile program. Or you could make a Windows batch file and do it separately after the compile.

    You should also add mat_bumpmap 0 before you build HDR cubemaps. If you don't, some props might end up glowing brightly.

    Thanks!
     
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  5. Squit

    Squit L1: Registered

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    Thanks for letting me know, this is super helpful! I was wondering why there was a bright glow sometimes.

    I'll edit my post with what you've told me, I'll separate the VIDE fix with the CompliePal fix, and once I can get screenshots I'll update the thread again so it's more consistent. Though I'm leaving both fixes there, as I know some people like knowing there's another way in case one doesn't work for them.
     
  6. worMatty

    aa worMatty Repacking Evangelist

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    Indeed, if people prefer to use VIDE they can remove the black cubemaps as part of their normal asset packing step, before they go on to build the real cubemaps. Then they are only ever in VIDE once. So the process would be: Compile > Open map in VIDE to remove default cubemaps and add custom content > Open map in game to build cubemaps, and then use bsp_repack.

    The compile argument I mentioned isn't to do with CompilePal, specifically. It is a line people can add to any compile utility. They can add it to Hammer, or VBCT (with a possible caveat), or CompilePal, or do it separately with a batch file.

    Though, black cubemaps in TF2 maps seem to be a thing of the past, now, so perhaps you should relegate these steps to the status of extra knowledge, below your actual cubemap building information? You don't want to bog down what could be an excellent guide by taking the user through a lot of boring, unneeded information before getting to the point, do you?
     
  7. Squit

    Squit L1: Registered

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    I edited it so the black cubemap fix is on the bottom, I also stated that VIDE should be used in one fell swoop, and I edited a whole bunch. Like taking out CompilePal and replacing it with command line. Still need to update with pics, but I'm getting to that.

    This is the last time I edit anything an hour before bed.
     
  8. Hyperion

    aa Hyperion L16: Grid Member

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    Can you guys build HDR cubemaps on the first try always? At me it is super hard and I have to try like 10 times before it works (if works)
     
    Last edited: Sep 15, 2015
  9. worMatty

    aa worMatty Repacking Evangelist

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    Occasionally I need to type buildcubemaps a second time in HDR mode before I disconnect. I do it if I think the build process was oddly short. I rarely get problems nowadays. I don't build cubemaps or pack a map until it is ready for distribution. I have found in the past that mucking around can cause problems so I keep the routine clean.

    You might want to try going through your TF files and deleting things that aren't really necessary. For example, the contents of tf/materials/maps, which has a folder inside for every map you ever built cubemaps for. It shouldn't make a difference but who knows. Feel free to clear out tf/materials/temp while you're there, which is all your downloaded sprays.

    If you still have problems, restart TF2. Make sure you load up your 'normal' version of TF2 from Steam when you build cubemaps, and not the 'dev' version launched by the compile process.
     
  10. about drew

    about drew L1: Registered

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    Okay, I attempted to build my cubemaps before the previous Gameday featured my map, and I followed all the instructions, but it wouldn't (and still won't) build them for me. I've Googled the issue unsuccessfully, since the latest thread anywhere about this issue was resolved years ago, and apparently was discredited as a non-issue.

    So here's what's happening when I try to build cubemaps:
    I compile, and it tells me in my compile log:
    Code:
    *** Error: Skybox vtf files for sybox/sky_trainyard_01 weren't compiled
    Can't load skybox file skybox/sky_trainyard_01 to build the default cubemaps
    *** Error: Skybox vtf files for sybox/sky_trainyard_01 weren't compiled
    Can't load skybox file skybox/sky_trainyard_01 to build the default cubemaps
    
    I used that fancy compile log checker on Interlopers.net, and it said that the skybox loading issue should not break my map, and it's an out-dated error that Valve just neglected or some such

    I also noticed that the proper skybox IS displaying when I test run (PLUS in the gameday test, people commented on the mountain in the background - and how shiny the map was, which I imagine is because my cubemaps didn't build properly, but the shininess is inconsequential!)

    However, when I actually use the buildcubemaps command in the console, it flashes like 2 images and then gives me the same error about the skybox not loading.

    I also double and triple-checked that the skybox file is typed correctly in reference to the valve developer's wiki TF2 Sky List

    I'm currently doing a fast compile if anyone wants to see the compile log. It will be up momentarily.
    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:\HammerAutosave\cp_chateaux_a2.vmf"
    
    Valve Software - vbsp.exe (Sep  9 2015)
    3 threads
    materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials
    Loading C:\HammerAutosave\cp_chateaux_a2.vmf
    ConVarRef mat_reduceparticles doesn't point to an existing ConVar
    Patching WVT material: maps/cp_chateaux_a2/nature/blendrockgroundwallforest_wvt_patch
    Patching WVT material: maps/cp_chateaux_a2/swamp/nature/blendswampmudtodirt001_wvt_patch
    Patching WVT material: maps/cp_chateaux_a2/dev/dev_blendmeasure_wvt_patch
    Patching WVT material: maps/cp_chateaux_a2/nature/blendgroundtograss007_wvt_patch
    Patching WVT material: maps/cp_chateaux_a2/dev/dev_blendmeasure2_wvt_patch
    Patching WVT material: maps/cp_chateaux_a2/brick/blendcobbletocobblesnow001_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 6 detail faces...done (0)
    Merging details...done (0)
    FixTjuncs...
    PruneNodes...
    WriteBSP...
    NODRAW on terrain surface!
    NODRAW on terrain surface!
    done (1)
    writing C:\HammerAutosave\cp_chateaux_a2.prt...Building visibility clusters...
    done (0)
    *** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_trainyard_01 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
    Overlay touching too many faces (touching 209, max 64)
    Overlay overlays/patch009 at 922.0 548.0 -280.0
    
    ** 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" -fast "C:\HammerAutosave\cp_chateaux_a2"
    
    Valve Software - vvis.exe (Sep  9 2015)
    fastvis = true
    3 threads
    reading c:\hammerautosave\cp_chateaux_a2.bsp
    reading c:\hammerautosave\cp_chateaux_a2.prt
    4476 portalclusters
    14177 numportals
    BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (26)
    Optimized: 841154 visible clusters (5.05%)
    Total clusters visible: 16654830
    Average clusters visible: 3720
    Building PAS...
    Average clusters audible: 4468
    visdatasize:4885772  compressed from 5013120
    writing c:\hammerautosave\cp_chateaux_a2.bsp
    31 seconds elapsed
    
    ** Executing...
    ** Command: "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\vrad.exe"
    ** Parameters: -both -game "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf" -noextra "C:\HammerAutosave\cp_chateaux_a2"
    
    Valve Software - vrad.exe SSE (Sep  9 2015)
    
          Valve Radiosity Simulator    
    3 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights
    
    [56 texlights parsed from 'lights.rad']
    
    Loading c:\hammerautosave\cp_chateaux_a2.bsp
    Setting up ray-trace acceleration structure... Done (3.50 seconds)
    11691 faces
    2 degenerate faces
    1660696 square feet [239140352.00 square inches]
    97 Displacements
    524557 Square Feet [75536336.00 Square Inches]
    11689 patches before subdivision
    173889 patches after subdivision
    sun extent from map=0.000000
    256 direct lights
    BuildFacelights:     0...1...2.
    WARNING: Too many light styles on a face at (-3484.000000, 2056.000000, 127.000000)
    
    WARNING: Too many light styles on a face at (-3096.000000, 2072.000000, -47.000000)
    ..
    WARNING: Too many light styles on a face at (920.000000, 1176.000000, 17.000000)
    
    WARNING: Too many light styles on a face at (856.000000, 1182.000000, 17.000000)
    
    WARNING: Too many light styles on a face at (856.000000, 1170.000000, 17.000000)
    
    WARNING: Too many light styles on a face at (1007.000000, 1118.000000, 296.000000)
    
    WARNING: Too many light styles on a face at (1007.000000, 1176.000000, 296.000000)
    
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    WARNING: Too many light styles on a face at (1007.000000, 1032.000000, 344.000000)
    
    WARNING: Too many light styles on a face at (856.000000, 1176.000000, 303.000000)
    
    WARNING: Too many light styles on a face at (856.000000, 1182.000000, 303.000000)
    
    WARNING: Too many light styles on a face at (856.000000, 1170.000000, 303.000000)
    
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    WARNING: Too many light styles on a face at (856.000000, 1110.000000, 351.000000)
    
    WARNING: Too many light styles on a face at (889.647583, 1171.000000, 279.675201)
    
    WARNING: Too many light styles on a face at (878.333862, 1171.000000, 87.342163)
    3...4.
    WARNING: Too many light styles on a face at (1007.000000, 856.000000, 344.000000)
    
    WARNING: Too many light styles on a face at (1007.000000, 728.000000, 328.000000)
    
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    WARNING: Too many light styles on a face at (792.000000, 888.000000, 351.000000)
    
    WARNING: Too many light styles on a face at (252.000000, 639.000000, 408.000000)
    
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    WARNING: Too many light styles on a face at (284.000000, 639.000000, 408.000000)
    
    WARNING: Too many light styles on a face at (216.000031, 639.000000, 424.000000)
    
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    .
    WARNING: Too many light styles on a face at (328.000000, 440.000000, 129.000000)
    
    WARNING: Too many light styles on a face at (200.000000, 127.000000, 120.000000)
    
    WARNING: Too many light styles on a face at (232.000000, 127.000000, 88.000000)
    .
    WARNING: Too many light styles on a face at (-63.000000, 680.000000, 648.000000)
    
    WARNING: Too many light styles on a face at (-296.000000, 639.000000, 344.000000)
    
    WARNING: Too many light styles on a face at (-103.999985, 639.000000, 856.000000)
    
    WARNING: Too many light styles on a face at (-296.000000, 639.000000, 680.000000)
    
    WARNING: Too many light styles on a face at (-296.000000, 639.000000, 504.000000)
    
    WARNING: Too many light styles on a face at (-200.000000, 639.000000, 504.000000)
    
    WARNING: Too many light styles on a face at (-296.000000, 639.000000, 584.000000)
    
    WARNING: Too many light styles on a face at (-63.000000, 646.000000, 680.000000)
    
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    WARNING: Too many light styles on a face at (-63.000000, 666.000000, 680.000000)
    
    WARNING: Too many light styles on a face at (-12.284210, 651.000000, 729.734009)
    
    WARNING: Too many light styles on a face at (-296.000000, 632.000000, 351.000000)
    
    WARNING: Too many light styles on a face at (-488.000000, 127.000000, 328.000000)
    5
    WARNING: Too many light styles on a face at (-431.000000, 392.000031, -40.000000)
    
    WARNING: Too many light styles on a face at (-428.101654, 136.000046, 65.965889)
    
    WARNING: Too many light styles on a face at (-419.687592, 135.999969, 81.469955)
    
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    WARNING: Too many light styles on a face at (56.000000, -712.000000, 193.000000)
    
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    .
    WARNING: Too many light styles on a face at (919.000000, -56.000000, 404.000000)
    
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    WARNING: Too many light styles on a face at (49.000000, -568.000000, 344.000000)
    
    WARNING: Too many light styles on a face at (25.000000, -698.304199, 322.440674)
    
    WARNING: Too many light styles on a face at (49.000000, -760.000000, 344.000000)
    
    WARNING: Too many light styles on a face at (1007.000000, -248.000000, 40.000000)
    
    WARNING: Too many light styles on a face at (952.000000, -759.000000, -56.000015)
    
    WARNING: Too many light styles on a face at (1007.000000, -756.000000, -56.000015)
    
    WARNING: Too many light styles on a face at (888.000000, -744.000000, -231.000000)
    .
    WARNING: Too many light styles on a face at (-24.000000, -424.000000, 193.000000)
    
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    .
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    WARNING: Too many light styles on a face at (-191.000000, -760.000000, 344.000000)
    
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    6...7..
    WARNING: Too many light styles on a face at (-3495.000000, 1704.000000, 8.000000)
    .
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    8..
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    WARNING: Too many light styles on a face at (-1391.000000, -296.000000, 264.000000)
    .9..
    WARNING: Too many light styles on a face at (-2936.223145, 1862.022583, -115.625923)
    
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    WARNING: Too many light styles on a face at (-4049.760010, 2525.333008, -278.000000)
    
    WARNING: Too many light styles on a face at (-2487.037354, 1469.527344, -235.102203)
    
    WARNING: Too many light styles on a face at (560.038452, -797.946106, 939.246948)
    
    WARNING: Too many light styles on a face at (778.548035, 3201.012451, -31.865513)
    
    WARNING: Too many light styles on a face at (1170.690674, 1933.020630, -15.210133)
    .10 (59)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (334)
    transfers 19178687, max 1413
    transfer lists: 146.3 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #1 added RGB(424294, 363526, 364073)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #2 added RGB(48598, 38947, 40553)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #3 added RGB(7152, 5347, 5567)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #4 added RGB(1129, 814, 870)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #5 added RGB(199, 140, 153)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #6 added RGB(38, 26, 30)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #7 added RGB(8, 5, 7)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #8 added RGB(2, 1, 2)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #9 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0872 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (31)
    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 (33)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                 122/1024         5856/49152    (11.9%) 
    brushes               1957/8192        23484/98304    (23.9%) 
    brushsides           14552/65536      116416/524288   (22.2%) 
    planes               10124/65536      202480/1310720  (15.4%) 
    vertexes             19498/65536      233976/786432   (29.8%) 
    nodes                 8890/65536      284480/2097152  (13.6%) 
    texinfos              1572/12288      113184/884736   (12.8%) 
    texdata                 47/2048         1504/65536    ( 2.3%) 
    dispinfos               97/0           17072/0        ( 0.0%) 
    disp_verts           20433/0          408660/0        ( 0.0%) 
    disp_tris            35648/0           71296/0        ( 0.0%) 
    disp_lmsamples      691899/0          691899/0        ( 0.0%) 
    faces                11691/65536      654696/3670016  (17.8%) 
    hdr faces            11691/65536      654696/3670016  (17.8%) 
    origfaces             5895/65536      330120/3670016  ( 9.0%) 
    leaves                9013/65536      288416/2097152  (13.8%) 
    leaffaces            13402/65536       26804/131072   (20.4%) 
    leafbrushes           7164/65536       14328/131072   (10.9%) 
    areas                    2/256            16/2048     ( 0.8%) 
    surfedges            79363/512000     317452/2048000  (15.5%) 
    edges                46179/256000     184716/1024000  (18.0%) 
    LDR worldlights        256/8192        22528/720896   ( 3.1%) 
    HDR worldlights        256/8192        22528/720896   ( 3.1%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips           1177/32768       11770/327680   ( 3.6%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices         18585/65536       37170/131072   (28.4%) 
    cubemapsamples           1/1024           16/16384    ( 0.1%) 
    overlays               122/512         42944/180224   (23.8%) 
    LDR lightdata         [variable]    21423764/0        ( 0.0%) 
    HDR lightdata         [variable]    21423764/0        ( 0.0%) 
    visdata               [variable]     4885772/16777216 (29.1%) 
    entdata               [variable]      147635/393216   (37.5%) 
    LDR ambient table     9013/65536       36052/262144   (13.8%) 
    HDR ambient table     9013/65536       36052/262144   (13.8%) 
    LDR leaf ambient     44028/65536     1232784/1835008  (67.2%) 
    HDR leaf ambient     44028/65536     1232784/1835008  (67.2%) 
    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]           1/20722    ( 0.0%) 
    pakfile               [variable]        3365/0        ( 0.0%) 
    physics               [variable]     4743394/4194304  (113.1%) VERY FULL!
    physics terrain       [variable]           0/1048576  ( 0.0%) 
    
    Level flags = 0
    
    Total triangle count: 32674
    Writing c:\hammerautosave\cp_chateaux_a2.bsp
    7 minutes, 45 seconds elapsed
    Valve Software - vrad.exe SSE (Sep  9 2015)
    
          Valve Radiosity Simulator    
    3 threads
    [Reading texlights from 'lights.rad']
    unknown light specifier type - lights
    
    [56 texlights parsed from 'lights.rad']
    
    Loading c:\hammerautosave\cp_chateaux_a2.bsp
    Setting up ray-trace acceleration structure... Done (3.73 seconds)
    11691 faces
    2 degenerate faces
    1660696 square feet [239140352.00 square inches]
    97 Displacements
    524557 Square Feet [75536336.00 Square Inches]
    11689 patches before subdivision
    173889 patches after subdivision
    sun extent from map=0.000000
    256 direct lights
    BuildFacelights:     0...1...2.
    WARNING: Too many light styles on a face at (-3484.000000, 2056.000000, 127.000000)
    
    WARNING: Too many light styles on a face at (-3096.000000, 2072.000000, -47.000000)
    ..
    WARNING: Too many light styles on a face at (920.000000, 1176.000000, 17.000000)
    
    WARNING: Too many light styles on a face at (856.000000, 1182.000000, 17.000000)
    
    WARNING: Too many light styles on a face at (856.000000, 1170.000000, 17.000000)
    
    WARNING: Too many light styles on a face at (1007.000000, 1118.000000, 296.000000)
    
    WARNING: Too many light styles on a face at (1007.000000, 1176.000000, 296.000000)
    
    WARNING: Too many light styles on a face at (1007.000000, 1182.000000, 296.000000)
    
    WARNING: Too many light styles on a face at (1007.000000, 1032.000000, 344.000000)
    
    WARNING: Too many light styles on a face at (856.000000, 1176.000000, 303.000000)
    
    WARNING: Too many light styles on a face at (856.000000, 1182.000000, 303.000000)
    
    WARNING: Too many light styles on a face at (856.000000, 1170.000000, 303.000000)
    
    WARNING: Too many light styles on a face at (856.000000, 1115.000000, 344.000000)
    
    WARNING: Too many light styles on a face at (856.000000, 1110.000000, 351.000000)
    
    WARNING: Too many light styles on a face at (889.647583, 1171.000000, 279.675201)
    
    WARNING: Too many light styles on a face at (878.333862, 1171.000000, 87.342163)
    3...4.
    WARNING: Too many light styles on a face at (1007.000000, 728.000000, 328.000000)
    
    WARNING: Too many light styles on a face at (1007.000000, 856.000000, 344.000000)
    
    WARNING: Too many light styles on a face at (1007.000000, 904.000000, 344.000000)
    
    WARNING: Too many light styles on a face at (792.000000, 888.000000, 351.000000)
    
    WARNING: Too many light styles on a face at (856.000000, 1016.000000, 351.000000)
    
    WARNING: Too many light styles on a face at (252.000000, 639.000000, 408.000000)
    
    WARNING: Too many light styles on a face at (268.000000, 639.000000, 408.000000)
    
    WARNING: Too many light styles on a face at (284.000000, 639.000000, 408.000000)
    
    WARNING: Too many light styles on a face at (216.000031, 639.000000, 424.000000)
    
    WARNING: Too many light styles on a face at (244.000015, 639.000000, 312.000000)
    .
    WARNING: Too many light styles on a face at (328.000000, 440.000000, 129.000000)
    
    WARNING: Too many light styles on a face at (200.000000, 127.000000, 120.000000)
    
    WARNING: Too many light styles on a face at (232.000000, 127.000000, 88.000000)
    .
    WARNING: Too many light styles on a face at (-63.000000, 680.000000, 648.000000)
    
    WARNING: Too many light styles on a face at (-296.000000, 639.000000, 344.000000)
    
    WARNING: Too many light styles on a face at (-103.999985, 639.000000, 856.000000)
    
    WARNING: Too many light styles on a face at (-296.000000, 639.000000, 680.000000)
    
    WARNING: Too many light styles on a face at (-296.000000, 639.000000, 504.000000)
    
    WARNING: Too many light styles on a face at (-200.000000, 639.000000, 504.000000)
    
    WARNING: Too many light styles on a face at (-296.000000, 639.000000, 584.000000)
    
    WARNING: Too many light styles on a face at (-63.000000, 646.000000, 680.000000)
    
    WARNING: Too many light styles on a face at (-63.000000, 654.000000, 648.000000)
    
    WARNING: Too many light styles on a face at (-63.000000, 666.000000, 680.000000)
    
    WARNING: Too many light styles on a face at (-12.284210, 651.000000, 729.734009)
    
    WARNING: Too many light styles on a face at (-296.000000, 632.000000, 351.000000)
    
    WARNING: Too many light styles on a face at (-488.000000, 127.000000, 328.000000)
    5
    WARNING: Too many light styles on a face at (-431.000000, 392.000031, -40.000000)
    
    WARNING: Too many light styles on a face at (-428.101654, 136.000046, 65.965889)
    
    WARNING: Too many light styles on a face at (-419.687592, 135.999969, 81.469955)
    
    WARNING: Too many light styles on a face at (-417.041687, 167.999802, 84.619766)
    
    WARNING: Too many light styles on a face at (56.000000, -712.000000, 193.000000)
    
    WARNING: Too many light styles on a face at (4.000000, -648.000000, 193.000000)
    
    WARNING: Too many light styles on a face at (12.000001, -648.000000, 193.000000)
    
    WARNING: Too many light styles on a face at (28.000000, -584.000000, 193.000000)
    
    WARNING: Too many light styles on a face at (56.000000, -520.000000, 193.000000)
    
    WARNING: Too many light styles on a face at (376.000000, -520.000000, 193.000000)
    
    WARNING: Too many light styles on a face at (408.000000, -408.000610, 193.000000)
    
    WARNING: Too many light styles on a face at (408.000000, -392.000000, 193.000000)
    
    WARNING: Too many light styles on a face at (408.000000, -424.000610, 193.000000)
    
    WARNING: Too many light styles on a face at (280.000000, -488.000000, 193.000000)
    
    WARNING: Too many light styles on a face at (888.000000, -40.000000, 407.000000)
    .
    WARNING: Too many light styles on a face at (919.000000, -56.000000, 404.000000)
    
    WARNING: Too many light styles on a face at (373.333344, -405.333344, 639.000000)
    
    WARNING: Too many light styles on a face at (56.000000, -712.000000, 351.000000)
    
    WARNING: Too many light styles on a face at (4.000000, -648.000000, 351.000000)
    
    WARNING: Too many light styles on a face at (12.000000, -648.000000, 351.000000)
    
    WARNING: Too many light styles on a face at (56.000000, -520.000000, 351.000000)
    
    WARNING: Too many light styles on a face at (28.000000, -584.000000, 351.000000)
    
    WARNING: Too many light styles on a face at (264.000031, -703.000000, 376.000000)
    
    WARNING: Too many light styles on a face at (33.000000, -568.000000, 376.000000)
    
    WARNING: Too many light styles on a face at (49.000000, -568.000000, 344.000000)
    
    WARNING: Too many light styles on a face at (25.000000, -698.304199, 322.440674)
    
    WARNING: Too many light styles on a face at (49.000000, -760.000000, 344.000000)
    
    WARNING: Too many light styles on a face at (1007.000000, -248.000000, 40.000000)
    
    WARNING: Too many light styles on a face at (952.000000, -759.000000, -56.000015)
    
    WARNING: Too many light styles on a face at (1007.000000, -756.000000, -56.000015)
    
    WARNING: Too many light styles on a face at (888.000000, -744.000000, -231.000000)
    .
    WARNING: Too many light styles on a face at (-24.000000, -424.000000, 193.000000)
    
    WARNING: Too many light styles on a face at (-23.999985, -552.000000, 193.000000)
    .
    WARNING: Too many light styles on a face at (-248.000000, -664.000000, 193.000000)
    
    WARNING: Too many light styles on a face at (-232.000000, -680.000000, 639.000000)
    
    WARNING: Too many light styles on a face at (-231.552780, -760.000000, 652.894409)
    
    WARNING: Too many light styles on a face at (-184.000000, -712.000000, 351.000000)
    
    WARNING: Too many light styles on a face at (-7.999969, -703.000000, 376.000000)
    
    WARNING: Too many light styles on a face at (-191.000000, -760.000000, 344.000000)
    
    WARNING: Too many light styles on a face at (-232.000000, -703.000000, 344.000000)
    6...7..
    WARNING: Too many light styles on a face at (-3495.000000, 1704.000000, 8.000000)
    
    WARNING: Too many light styles on a face at (-3495.000000, 1512.000000, 120.000000)
    .
    WARNING: Too many light styles on a face at (-3488.000000, 1823.000000, 152.000000)
    
    WARNING: Too many light styles on a face at (-3232.000000, 1823.000000, 24.000000)
    
    WARNING: Too many light styles on a face at (-3479.000000, 1828.330078, 120.000000)
    
    WARNING: Too many light styles on a face at (-3479.000000, 1848.330078, 120.000000)
    
    WARNING: Too many light styles on a face at (-3479.000000, 1836.330078, 120.000000)
    
    WARNING: Too many light styles on a face at (-3479.354492, 1831.660034, 108.479004)
    8..
    WARNING: Too many light styles on a face at (-1391.000000, -296.000000, 264.000000)
    
    WARNING: Too many light styles on a face at (-1391.000000, -215.999969, 168.000000)
    .9.
    WARNING: Too many light styles on a face at (-2936.223145, 1862.022583, -115.625923)
    .
    WARNING: Too many light styles on a face at (-2087.019775, 2339.902832, -45.641472)
    
    WARNING: Too many light styles on a face at (-2401.904297, -731.297668, 547.699036)
    
    WARNING: Too many light styles on a face at (-3750.000000, 884.894653, 178.749695)
    
    WARNING: Too many light styles on a face at (-252.226578, -747.476196, 510.772675)
    
    WARNING: Too many light styles on a face at (-4049.760010, 2525.333008, -278.000000)
    
    WARNING: Too many light styles on a face at (-2487.037354, 1469.527344, -235.102203)
    
    WARNING: Too many light styles on a face at (560.038452, -797.946106, 939.246948)
    
    WARNING: Too many light styles on a face at (778.548035, 3201.012451, -31.865513)
    
    WARNING: Too many light styles on a face at (1170.690674, 1933.020630, -15.210133)
    .10 (61)
    BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (341)
    transfers 19178687, max 1413
    transfer lists: 146.3 megs
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #1 added RGB(424294, 363526, 364073)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #2 added RGB(48598, 38947, 40553)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #3 added RGB(7152, 5347, 5567)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #4 added RGB(1129, 814, 870)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #5 added RGB(199, 140, 153)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #6 added RGB(38, 26, 30)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
        Bounce #7 added RGB(8, 5, 7)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #8 added RGB(2, 1, 2)
    GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #9 added RGB(0, 0, 0)
    Build Patch/Sample Hash Table(s).....Done<0.0906 sec>
    FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (31)
    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 (33)
    Writing leaf ambient...done
    Ready to Finish
    
    Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
    ------------       ---------------  ---------------  -------- 
    models                 122/1024         5856/49152    (11.9%) 
    brushes               1957/8192        23484/98304    (23.9%) 
    brushsides           14552/65536      116416/524288   (22.2%) 
    planes               10124/65536      202480/1310720  (15.4%) 
    vertexes             19498/65536      233976/786432   (29.8%) 
    nodes                 8890/65536      284480/2097152  (13.6%) 
    texinfos              1572/12288      113184/884736   (12.8%) 
    texdata                 47/2048         1504/65536    ( 2.3%) 
    dispinfos               97/0           17072/0        ( 0.0%) 
    disp_verts           20433/0          408660/0        ( 0.0%) 
    disp_tris            35648/0           71296/0        ( 0.0%) 
    disp_lmsamples      691899/0          691899/0        ( 0.0%) 
    faces                11691/65536      654696/3670016  (17.8%) 
    hdr faces            11691/65536      654696/3670016  (17.8%) 
    origfaces             5895/65536      330120/3670016  ( 9.0%) 
    leaves                9013/65536      288416/2097152  (13.8%) 
    leaffaces            13402/65536       26804/131072   (20.4%) 
    leafbrushes           7164/65536       14328/131072   (10.9%) 
    areas                    2/256            16/2048     ( 0.8%) 
    surfedges            79363/512000     317452/2048000  (15.5%) 
    edges                46179/256000     184716/1024000  (18.0%) 
    LDR worldlights        256/8192        22528/720896   ( 3.1%) 
    HDR worldlights        256/8192        22528/720896   ( 3.1%) 
    leafwaterdata            0/32768           0/393216   ( 0.0%) 
    waterstrips           1177/32768       11770/327680   ( 3.6%) 
    waterverts               0/65536           0/786432   ( 0.0%) 
    waterindices         18585/65536       37170/131072   (28.4%) 
    cubemapsamples           1/1024           16/16384    ( 0.1%) 
    overlays               122/512         42944/180224   (23.8%) 
    LDR lightdata         [variable]    21423764/0        ( 0.0%) 
    HDR lightdata         [variable]    21423764/0        ( 0.0%) 
    visdata               [variable]     4885772/16777216 (29.1%) 
    entdata               [variable]      147635/393216   (37.5%) 
    LDR ambient table     9013/65536       36052/262144   (13.8%) 
    HDR ambient table     9013/65536       36052/262144   (13.8%) 
    LDR leaf ambient     44028/65536     1232784/1835008  (67.2%) 
    HDR leaf ambient     44028/65536     1232784/1835008  (67.2%) 
    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]           1/20722    ( 0.0%) 
    pakfile               [variable]        3365/0        ( 0.0%) 
    physics               [variable]     4743394/4194304  (113.1%) VERY FULL!
    physics terrain       [variable]           0/1048576  ( 0.0%) 
    
    Level flags = 0
    
    Total triangle count: 32674
    Writing c:\hammerautosave\cp_chateaux_a2.bsp
    7 minutes, 52 seconds elapsed
    
    ** Executing...
    ** Command: Copy File
    ** Parameters: "C:\HammerAutosave\cp_chateaux_a2.bsp" "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps\cp_chateaux_a2.bsp"
    
     
    Last edited: Sep 18, 2015
  11. worMatty

    aa worMatty Repacking Evangelist

    Messages:
    1,072
    Positive Ratings:
    834
    Hi, drew.

    The reason we see that message in our compile log is because VBSP has the ability to create a set of default cubemaps to make deployment of a new map build quicker by removing the necessity to build them in the game. Unfortunately this functionality does not work for us in TF2, and sometimes we used to get a set of cubemaps which were just black, black, black, that could not be overwritten. Hence why people recommend removing them with a packing program, if they exist.

    The compile process has nothing to do with the process of building cubemaps in-game, as the images which make up a cubemap are generated by the game engine taking screenshots from each point where the env_cubemap entity exists, of the six directions (up, down, left, right, behind, forwards). So if a material does not exist (which it plainly does because you can see it), the cubemap would reflect the missing texture pattern (pink and black chequered texture).

    In order to work out what is wrong, we would need to see the console output from your attempt to build cubemaps in-game. It would also benefit us if you could post your VMF and a copy of one of your compiled BSPs where the cubemap build process failed.

    If you prefer not to do this, then use GCFScape to check the contents of your BSP for cubemap VTF images. These live inside your map in the folder maps/<mapname>. Open them in VTFEdit to see if they are in fact all black, and follow the guide in the OP on how to deal with that.

    Your compile log won't help us on this occasion, but I can see that you have some other things to address:
    • NODRAW on terrain surface!
    • Found a displacement edge abutting multiple other edges.
    • Overlay touching too many faces (touching 209, max 64)
      Overlay overlays/patch009 at 922.0 548.0 -280.0
    • WARNING: Too many light styles on a face at (-3484.000000, 2056.000000, 127.000000) [quite a few of these]
    • physics [variable] 4743394/4194304 (113.1%) VERY FULL!
    You also seem to be storing your VMF or building your BSP to your C:\HammerAutosave directory. I don't think this could cause any problems but it's not great for organisation since occasionally you might want to wipe that directory's contents. You can store your VMFs wherever you like. I put mine in some folders in My Documents and back them up with my other files.
     
    • Thanks Thanks x 1
  12. about drew

    about drew L1: Registered

    Messages:
    47
    Positive Ratings:
    6
    Oh my gracious.

    Well here's the console output
    Code:
    ] sv_cheats 1
    ] mat_specular 0
    MDLCache: Failed load of .VVD data for bots/boss_bot/anim_tank.mdl
    ] mat_hdr_level 0
    ] map cp_chateaux_a2
    Failed, using default cubemap 'engine/defaultcubemap'
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_medieval/torch.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine01_4cluster.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine01_4cluster.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine01_4cluster.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine01_8cluster.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine01_4cluster.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine01_4cluster.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine01_8cluster.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine01_8cluster.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_forest/cliff_wall_01.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_forest/cliff_wall_05.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine01_4cluster.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine01_4cluster.mdl)
    Set motd from file 'cfg/motd_default.txt'.  ('cfg/motd.txt' was not found.)
    Set motd_text from file 'cfg/motd_text_default.txt'.  ('cfg/motd_text.txt' was not found.)
    Connection to game coordinator established.
    Current item schema is up-to-date with version CB8B6F7D.
    tf_server_identity_account_id not set; not logging into registered account
    'listenserver.cfg' not present; not executing.
    'cp_chateaux_a2.cfg' not present; not executing.
    
    Team Fortress
    Map: cp_chateaux_a2
    Players: 1 / 24
    Build: 2959078
    Server Number: 2
    
    The server is using sv_pure 0.  (Enforcing consistency for select files only)
    Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_trainyard_01rt)
    Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_trainyard_01bk)
    Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_trainyard_01lf)
    Requesting texture value from var "$basetexture" which is not a texture value (material: skybox/sky_trainyard_01ft)
    about drew connected
    Compact freed 1155072 bytes
    Redownloading all lightmaps
    Achievements disabled: cheats turned on in this app session.
    'scout.cfg' not present; not executing.
    No caption found for 'scout.battlecry03'
    ] buildcubemaps
    bounce: 1/1 sample: 1/1
    *** Error: Skybox vtf files for sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file sky_trainyard_01 to build the default cubemap!
    ] mat_specular 1
    Redownloading all lightmaps
    'scout.cfg' not present; not executing.
    ] map cp_badlands
    Dropped about drew from server (Disconnect by user.)
    Set motd from file 'cfg/motd_default.txt'.  ('cfg/motd.txt' was not found.)
    Set motd_text from file 'cfg/motd_text_default.txt'.  ('cfg/motd_text.txt' was not found.)
    Connection to game coordinator established.
    Current item schema is up-to-date with version CB8B6F7D.
    tf_server_identity_account_id not set; not logging into registered account
    'listenserver.cfg' not present; not executing.
    'cp_badlands.cfg' not present; not executing.
    
    Team Fortress
    Map: cp_badlands
    Players: 1 / 24
    Build: 2959078
    Server Number: 3
    
    The server is using sv_pure 0.  (Enforcing consistency for select files only)
    about drew connected
    Compact freed 630784 bytes
    Redownloading all lightmaps
    Redownloading all lightmaps
    ] map cp_chateaux_a2
    Dropped about drew from server (Disconnect by user.)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_medieval/torch.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine01_4cluster.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine01_4cluster.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine01_4cluster.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine01_8cluster.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine01_4cluster.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine01_4cluster.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine01_8cluster.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine01_8cluster.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_forest/cliff_wall_01.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_forest/cliff_wall_05.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine01_4cluster.mdl)
    SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine01_4cluster.mdl)
    Set motd from file 'cfg/motd_default.txt'.  ('cfg/motd.txt' was not found.)
    Set motd_text from file 'cfg/motd_text_default.txt'.  ('cfg/motd_text.txt' was not found.)
    Connection to game coordinator established.
    Current item schema is up-to-date with version CB8B6F7D.
    tf_server_identity_account_id not set; not logging into registered account
    'listenserver.cfg' not present; not executing.
    'cp_chateaux_a2.cfg' not present; not executing.
    
    Team Fortress
    Map: cp_chateaux_a2
    Players: 1 / 24
    Build: 2959078
    Server Number: 4
    
    The server is using sv_pure 0.  (Enforcing consistency for select files only)
    about drew connected
    Compact freed 696320 bytes
    Redownloading all lightmaps
    Achievements disabled: cheats turned on in this app session.
    'scout.cfg' not present; not executing.
    No caption found for 'scout.battlecry03'
    about drew suicided.
    Achievements disabled: cheats turned on in this app session.
    Dropped about drew from server (Disconnect by user.)
    
    
    I have to go to work right now, but how do I post my VMF?
    I don't even really know what exactly that is. :p
     
  13. henke37

    aa henke37

    Messages:
    1,883
    Positive Ratings:
    442
    The VMF is the file that you edit in hammer.
     
    • Thanks Thanks x 1
  14. worMatty

    aa worMatty Repacking Evangelist

    Messages:
    1,072
    Positive Ratings:
    834
    When you build cubemaps the console output should look like this:
    Code:
    ] buildcubemaps 
    bounce: 1/1 sample: 1/30
    bounce: 1/1 sample: 2/30
    bounce: 1/1 sample: 3/30
    bounce: 1/1 sample: 4/30
    bounce: 1/1 sample: 5/30
    bounce: 1/1 sample: 6/30
    bounce: 1/1 sample: 7/30
    bounce: 1/1 sample: 8/30
    bounce: 1/1 sample: 9/30
    bounce: 1/1 sample: 10/30
    bounce: 1/1 sample: 11/30
    bounce: 1/1 sample: 12/30
    bounce: 1/1 sample: 13/30
    bounce: 1/1 sample: 14/30
    bounce: 1/1 sample: 15/30
    bounce: 1/1 sample: 16/30
    bounce: 1/1 sample: 17/30
    bounce: 1/1 sample: 18/30
    bounce: 1/1 sample: 19/30
    bounce: 1/1 sample: 20/30
    bounce: 1/1 sample: 21/30
    bounce: 1/1 sample: 22/30
    bounce: 1/1 sample: 23/30
    bounce: 1/1 sample: 24/30
    bounce: 1/1 sample: 25/30
    bounce: 1/1 sample: 26/30
    bounce: 1/1 sample: 27/30
    bounce: 1/1 sample: 28/30
    bounce: 1/1 sample: 29/30
    bounce: 1/1 sample: 30/30
    *** Error: Skybox vtf files for sky_night_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file sky_night_01 to build the default cubemap!
    You can put your VMF in a ZIP file and host it on Dropbox, or MediaFire, or here on the forum in the Downloads section. Though I'm not sure if you can make a 'personal' download that doesn't create a thread. Or you could email it to someone if you prefer. Don't forget a copy of a compiled BSP that you have tried to build cubemaps in to.

    FYI your game's console is also telling you you have some prop_static that are configured to use VPhysics for collisions, but have no collision mesh. It's not important, but you can fix that by making those prop_statics non-solid and covering them with :playerclip: or :blockbullets:, or by using their bounding boxes for collision (bounding boxes are the cuboid boxes you see around props in Hammer when you select them). It's beneficial to set the solidity of props that are out of reach to non-solid, as this makes your map a bit more efficient.
     
    • Thanks Thanks x 1
  15. about drew

    about drew L1: Registered

    Messages:
    47
    Positive Ratings:
    6
    Oh, duh. Of course I remember that now that I've made myself look like a dang fool.
    I had just woken up, that's my excuse?


    In regards to all the little issues with my map, I will probably fix those in due course, but I'm not sure how just now and I feel this is not the thread to ask about all of those other isues.

    I have alleviated the Overlay issue already. I re-compiled after I posted that last compile above since I noticed the flaw there.

    I was also aware of the VPhysics one, but I'll just have to take the time to scan my props and find out which ones aren't right and I haven't gotten to it. I've tried to educate myself on as much as I can, but this cubemaps issue seemed like the biggest problem right now, and I was trying to get the big stuff fixed. I really haven't even searched for solutions to some of the issues yet. :oops:

    And thanks for the autosave tip. I had no clue that I was saving it there.

    You guys are amazing. I appreciate your patience for a mapping n00b boob like me.
    So (in conclusion, sorry) should I post a link to my .vmf & .bsp here or make a new thread in the help section?

    Also, I know I said it's not for this thread, but while we're at it: I was under the impression that NODRAW was supposed to be used on any surface that you don't see in order to optimize performance. Are there specific things you shouldn't NODRAW? "Terrain surface" - is that just an exposed surface inside the map or what?
     
  16. worMatty

    aa worMatty Repacking Evangelist

    Messages:
    1,072
    Positive Ratings:
    834
    No worries, drew.

    Yeah I forgot this thread is a cubemap tutorial. Oh well, the information is relevant.

    Yes please, upload your VMF and BSP somewhere in a ZIP and post the link. What we find may be of use to anyone else who reads this thread.
     
    • Thanks Thanks x 1
  17. about drew

    about drew L1: Registered

    Messages:
    47
    Positive Ratings:
    6
    I see you found my thread on the issue already.

    But if anyone else is curious to get some info that may be useful, the problems I listed have been succinctly explained in here
     
  18. MoonFox

    MoonFox L10: Glamorous Member

    Messages:
    735
    Positive Ratings:
    72
    how does this work in hammer
     
  19. Flower_Shop_Guy

    aa Flower_Shop_Guy ♪ ------------ ♫ ------------ ♪

    Messages:
    189
    Positive Ratings:
    466
    Hey, I did it like that and it didn't work:

    1. Deleted broken files with (bspzip.exe -deletecubemaps <map.bsp>)
    2. sv_cheats 1
    3. mat_specular 0
    4. mat_bumpmap 0
    5. map <my_map>
    6. buildcubemaps
    7. map <any_map>
    8. mat_hdr_level 0
    9. map <my_map>
    10. buildcubemaps
    11. map <any_map>
    12. map <my_map>

    At mine and my friends GTX graphics all works fine, but on laptop with Intel HD some shiny surfaces, like: glass, water are with purple dots. What i'm doing wrong?
     
  20. worMatty

    aa worMatty Repacking Evangelist

    Messages:
    1,072
    Positive Ratings:
    834
    Are you moving a map with cubemaps from the NVIDIA PCs to the laptop and finding strange issues? Or are you having problems building cubemaps on the laptop?