Serious Cubemap Question

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Ian_Suffix
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Serious Cubemap Question

Post by Ian_Suffix » Fri Sep 12, 2008 9:06 pm

Hey! Ian_Suffix here, with a new and applicable question. Perhaps some of you have encountered this.

Recently, all my reflective textures have decided to ignore the existence of my cubemaps and use the infamous purple skybox grid reflection. This is causing me much grief, as to revert to my last saved file would cost me several hours of work.

Code: Select all

** Executing...
** Command: "c:\program files\steam\steamapps\mehargiobros\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\mehargiobros\team fortress 2\tf" "C:\Program Files\Steam\steamapps\mehargiobros\sourcesdk_content\tf\mapsrc\cp_platform_30c"

Valve Software - vbsp.exe (Mar 11 2008)
2 threads
materialPath: c:\program files\steam\steamapps\mehargiobros\team fortress 2\tf\materials
Loading C:\Program Files\Steam\steamapps\mehargiobros\sourcesdk_content\tf\mapsrc\cp_platform_30c.vmf
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...error: material TOOLS/TOOLSBLACK doesn't have a $bottommaterial
error: material TOOLS/TOOLSBLACK doesn't have a $bottommaterial
error: material TOOLS/TOOLSBLACK doesn't have a $bottommaterial
error: material TOOLS/TOOLSBLACK doesn't have a $bottommaterial
error: material TOOLS/TOOLSBLACK doesn't have a $bottommaterial
error: material TOOLS/TOOLSBLACK doesn't have a $bottommaterial
error: material TOOLS/TOOLSBLACK doesn't have a $bottommaterial
error: material TOOLS/TOOLSBLACK doesn't have a $bottommaterial
error: material TOOLS/TOOLSBLACK doesn't have a $bottommaterial
error: material TOOLS/TOOLSBLACK doesn't have a $bottommaterial
error: material TOOLS/TOOLSBLACK doesn't have a $bottommaterial
error: material TOOLS/TOOLSBLACK doesn't have a $bottommaterial
error: material TOOLS/TOOLSBLACK doesn't have a $bottommaterial
error: material TOOLS/TOOLSBLACK doesn't have a $bottommaterial
error: material TOOLS/TOOLSBLACK doesn't have a $bottommaterial
error: material TOOLS/TOOLSBLACK doesn't have a $bottommaterial
error: material TOOLS/TOOLSBLACK doesn't have a $bottommaterial
error: material TOOLS/TOOLSBLACK doesn't have a $bottommaterial
error: material TOOLS/TOOLSBLACK doesn't have a $bottommaterial
error: material TOOLS/TOOLSBLACK doesn't have a $bottommaterial
error: material TOOLS/TOOLSBLACK doesn't have a $bottommaterial
error: material TOOLS/TOOLSBLACK doesn't have a $bottommaterial
error: material TOOLS/TOOLSBLACK doesn't have a $bottommaterial
error: material TOOLS/TOOLSBLACK doesn't have a $bottommaterial
error: material TOOLS/TOOLSBLACK doesn't have a $bottommaterial
done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 342 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\steamapps\mehargiobros\sourcesdk_content\tf\mapsrc\cp_platform_30c.prt...Building visibility clusters...
done (1)
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
*** Error: Skybox vtf files for skybox/sky_tf2_04 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_tf2_04 to build the default cubemap!
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (450689 bytes)
Error loading studio model ""!
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 3424 texinfos to 1896
Reduced 164 texdatas to 146 (4516 bytes to 3827)
Writing C:\Program Files\Steam\steamapps\mehargiobros\sourcesdk_content\tf\mapsrc\cp_platform_30c.bsp
15 seconds elapsed
  -0.279400 -2.044524 0.000000
  0.355600 -1.986289 0.000000
  0.355600 -2.044524 0.000000
  -0.355600 -2.044524 0.000000
make_triangles:calc_triangle_representation: Cannot convert
  -0.279400 -2.044524 0.000000
  0.355600 -1.986289 0.000000
  0.355600 -2.044524 0.000000
  -0.355600 -2.044524 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "c:\program files\steam\steamapps\mehargiobros\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\mehargiobros\team fortress 2\tf" "C:\Program Files\Steam\steamapps\mehargiobros\sourcesdk_content\tf\mapsrc\cp_platform_30c"

Valve Software - vvis.exe (Mar 11 2008)
2 threads
reading c:\program files\steam\steamapps\mehargiobros\sourcesdk_content\tf\mapsrc\cp_platform_30c.bsp
reading c:\program files\steam\steamapps\mehargiobros\sourcesdk_content\tf\mapsrc\cp_platform_30c.prt
 445 portalclusters
1253 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 (155)
Optimized: 229 visible clusters (0.00%)
Total clusters visible: 176684
Average clusters visible: 397
Building PAS...
Average clusters audible: 437
visdatasize:53193  compressed from 49840
writing c:\program files\steam\steamapps\mehargiobros\sourcesdk_content\tf\mapsrc\cp_platform_30c.bsp
2 minutes, 35 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\mehargiobros\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\steamapps\mehargiobros\team fortress 2\tf" "C:\Program Files\Steam\steamapps\mehargiobros\sourcesdk_content\tf\mapsrc\cp_platform_30c"

Valve Software - vrad.exe SSE (Mar 11 2008)

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

Loading c:\program files\steam\steamapps\mehargiobros\sourcesdk_content\tf\mapsrc\cp_platform_30c.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure... Done (2.54 seconds)
6645 faces
6586914 square feet [948515648.00 square inches]
25 Displacements
50430 Square Feet [7261980.00 Square Inches]
6645 patches before subdivision
165643 patches after subdivision
sun extent from map=0.000000
sun extent from map=0.000000
65 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (52)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (50)
transfers 16215380, max 1107
transfer lists: 123.7 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(561277, 459981, 450577)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #2 added RGB(100259, 75458, 65038)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #3 added RGB(19890, 13491, 10367)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #4 added RGB(4405, 2692, 1871)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #5 added RGB(1008, 553, 354)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(242, 119, 71)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #7 added RGB(59, 26, 15)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #8 added RGB(15, 6, 3)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #9 added RGB(4, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #10 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.1088 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (11)
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 (16)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  42/1024         2016/49152    ( 4.1%) 
brushes               1181/8192        14172/98304    (14.4%) 
brushsides            8960/65536       71680/524288   (13.7%) 
planes                6508/65536      130160/1310720  ( 9.9%) 
vertexes             10170/65536      122040/786432   (15.5%) 
nodes                 1710/65536       54720/2097152  ( 2.6%) 
texinfos              1896/12288      136512/884736   (15.4%) 
texdata                146/2048         4672/65536    ( 7.1%) 
dispinfos               25/0            4400/0        ( 0.0%) 
disp_verts            3265/0           65300/0        ( 0.0%) 
disp_tris             5600/0           11200/0        ( 0.0%) 
disp_lmsamples      123505/0          123505/0        ( 0.0%) 
faces                 6645/65536      372120/3670016  (10.1%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             4058/65536      227248/3670016  ( 6.2%) 
leaves                1753/65536       56096/2097152  ( 2.7%) 
leaffaces             8889/65536       17778/131072   (13.6%) 
leafbrushes           2634/65536        5268/131072   ( 4.0%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges            48947/512000     195788/2048000  ( 9.6%) 
edges                30232/256000     120928/1024000  (11.8%) 
LDR worldlights         64/8192         5632/720896   ( 0.8%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips            711/32768        7110/327680   ( 2.2%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         14106/65536       28212/131072   (21.5%) 
cubemapsamples          10/1024          160/16384    ( 1.0%) 
overlays                47/512         16544/180224   ( 9.2%) 
LDR lightdata         [variable]    12850032/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]       53193/16777216 ( 0.3%) 
entdata               [variable]       78665/393216   (20.0%) 
LDR ambient table     1753/65536        7012/262144   ( 2.7%) 
HDR ambient table     1753/65536        7012/262144   ( 2.7%) 
LDR leaf ambient      9107/65536      254996/1835008  (13.9%) 
HDR leaf ambient      1753/65536       49084/1835008  ( 2.7%) 
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]           1/38698    ( 0.0%) 
pakfile               [variable]       11947/0        ( 0.0%) 
physics               [variable]      450689/4194304  (10.7%) 
physics terrain       [variable]        7341/1048576  ( 0.7%) 

Level flags = 0

Total triangle count: 19399
Writing c:\program files\steam\steamapps\mehargiobros\sourcesdk_content\tf\mapsrc\cp_platform_30c.bsp
2 minutes, 19 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\mehargiobros\sourcesdk_content\tf\mapsrc\cp_platform_30c.bsp" "c:\program files\steam\steamapps\mehargiobros\team fortress 2\tf\maps\cp_platform_30c.bsp"


** Executing...
** Command: "c:\program files\steam\steamapps\mehargiobros\team fortress 2\hl2.exe"
** Parameters: -game "c:\program files\steam\steamapps\mehargiobros\team fortress 2\tf"  +map "cp_platform_30c"

That's my compile log. There's a few errors in there that didn't show up in the interloper's log scanning program, but I don't think they have much to do with the problem at hand.

Back to the problem at hand, when I save the file as a different edition, recompile, and then buildcubemaps, the purple grid is actually part of the samples it takes. This doesn't seem quite right to me. What's going on?!
Last edited by Ian_Suffix on Fri Oct 24, 2008 5:38 pm, edited 1 time in total.

Mad-Hammer
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Re: Serious Cubemap Question

Post by Mad-Hammer » Fri Sep 12, 2008 9:22 pm

My best guess would be that you are using devtools black in such a way as to confuse Hammer. You probably already know this but, you have to be careful in how and where you apply textures.. Trying to use devtools black for instance on a floor brush would cause all kinds of problems as the editor is trying to figure out how to apply physics, sound effects and sprite data to the bsp.

Try replacing what you think your problem texture is with, another texture to see if that fixes your problem.
Image[/center]

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Post by l3eeron » Fri Sep 12, 2008 9:30 pm

Have you properly run buildcubemaps? Just placing them in hammer wont do anything 'till they're "built"


This is how you buildcunemaps for LDR (regular lighting)

Code: Select all

create server with compiled map 

sv_cheats 1
mat_specular 0 (turn off reflections)
mat_hdr_level 0 (to go to LDR)
buildcubemaps
map mapname (to reload map)
..and if you have HDR lighting, follow:

Code: Select all

sv_cheats 1
mat_hdr_level 2 (to go back to HDR)
mat_specular 1 ( turn on reflections)
buildcubemaps
map mapname (reload map again)
You always have to at least do the LDR steps, but can skip the HDR steps if you dont want HDR. The main thing that needs to happen is to reload the map (after buildcubemaps) without killing the server. This over-writes the .bsp with the added cubemap data, you'll notice a slight gain in file size.

Seeing as how your compile log looks normal, this should get rid of any purple checkers ;)

Ian_Suffix
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Post by Ian_Suffix » Sat Sep 13, 2008 2:07 am

Ah, interesting. Both of these suggestions seem to be viable solutions to the problem at hand; it's true that I do have an enormous amount of toolsblack on various surfaces, and it looks like just running "buildcubemaps" in sv_cheats 1 isn't enough.

I'll get right on that tomorrow! Thank you both in advance!

EDIT: It's working. Thanks muchly!

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