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TF2 Purple Reflections?


DvS

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2023399803f3b1eb94e42f63aa4f644e192c74f.jpg

I have two cubemaps in this screenshot and they're both the same, I've built them and I'm not using HDR (when I do, I get the same result, except more pronounced). Not using the skyname_hdr thing as that gave me more purple stuff. Tried googling this but kept getting people who had purple checkerboards for textures, not reflections. Oh, and using the tc_hydro sky, not that it matters since I've tried at least 3 others.

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This is the exact console output after building cubemaps:


Current mod isn't in a subdirectory of "game"!

bounce: 1/1 sample: 1/3

bounce: 1/1 sample: 2/3

bounce: 1/1 sample: 3/3

*** Error: Skybox vtf files for sky_hydro_01 weren't compiled with the same size texture and/or same flags!

Can't load skybox file sky_hydro_01 to build the default cubemap!

Compile:

** Executing...

** Command: "d:\steam\steamapps\-email-\sourcesdk\bin\orangebox\bin\vbsp.exe"

** Parameters: -game "d:\steam\steamapps\-email-\team fortress 2\tf" "D:\Steam\SteamApps\-email-\sourcesdk\sdkcontent\maps\textest2"


Valve Software - vbsp.exe (Mar 11 2008)

2 threads

materialPath: d:\steam\steamapps\-email-\team fortress 2\tf\materials

Loading D:\Steam\SteamApps\-email-\sourcesdk\sdkcontent\maps\textest2.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...done (0)

Chop Details...done (0)

Find Visible Detail Sides...

Merged 126 detail faces...done (0)

Merging details...done (0)

FixTjuncs...

PruneNodes...

WriteBSP...

done (0)

writing D:\Steam\SteamApps\-email-\sourcesdk\sdkcontent\maps\textest2.prt...Building visibility clusters...

done (0)

Creating default LDR cubemaps for env_cubemap using skybox materials:

   skybox/sky_hydro_01*.vmt

 ! Run buildcubemaps in the engine to get the correct cube maps.

Creating default HDR cubemaps for env_cubemap using skybox materials:

   skybox/sky_hydro_01*.vmt

 ! Run buildcubemaps in the engine to get the correct cube maps.

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 (0) (119911 bytes)

Placing detail props : 0...1...2...3...4...5...6...7...8...9...10

Compacting texture/material tables...

Reduced 1637 texinfos to 430

Reduced 31 texdatas to 23 (975 bytes to 840)

Writing D:\Steam\SteamApps\-email-\sourcesdk\sdkcontent\maps\textest2.bsp

1 second elapsed


** Executing...

** Command: "d:\steam\steamapps\-email-\sourcesdk\bin\orangebox\bin\vvis.exe"

** Parameters: -game "d:\steam\steamapps\-email-\team fortress 2\tf" "D:\Steam\SteamApps\-email-\sourcesdk\sdkcontent\maps\textest2"


Valve Software - vvis.exe (Mar 11 2008)

2 threads

reading d:\steam\steamapps\-email-\sourcesdk\sdkcontent\maps\textest2.bsp

reading d:\steam\steamapps\-email-\sourcesdk\sdkcontent\maps\textest2.prt

  15 portalclusters

  21 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 (0)

Optimized: 0 visible clusters (0.00%)

Total clusters visible: 193

Average clusters visible: 12

Building PAS...

Average clusters audible: 13

visdatasize:186  compressed from 240

writing d:\steam\steamapps\-email-\sourcesdk\sdkcontent\maps\textest2.bsp

0 seconds elapsed


** Executing...

** Command: "d:\steam\steamapps\-email-\sourcesdk\bin\orangebox\bin\vrad.exe"

** Parameters:  -game "d:\steam\steamapps\-email-\team fortress 2\tf" "D:\Steam\SteamApps\-email-\sourcesdk\sdkcontent\maps\textest2"


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 d:\steam\steamapps\-email-\sourcesdk\sdkcontent\maps\textest2.bsp

Setting up ray-trace acceleration structure... Done (0.39 seconds)

917 faces

49825 square feet [7174860.50 square inches]

3 Displacements

993 Square Feet [143069.59 Square Inches]

917 patches before subdivision

28805 patches after subdivision

2 direct lights

BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (7)

BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (5)

transfers 4047592, max 607

transfer lists:  30.9 megs

GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)

	Bounce #1 added RGB(428201, 275837, 206574)

GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)

	Bounce #2 added RGB(102689, 48439, 22906)

GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)

	Bounce #3 added RGB(20577, 7179, 2134)

GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)

	Bounce #4 added RGB(4802, 1225, 225)

GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)

	Bounce #5 added RGB(1107, 207, 23)

GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)

	Bounce #6 added RGB(269, 37, 3)

GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)

	Bounce #7 added RGB(66, 7, 0)

GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)

	Bounce #8 added RGB(17, 1, 0)

GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)

	Bounce #9 added RGB(4, 0, 0)

GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)

	Bounce #10 added RGB(1, 0, 0)

GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)

	Bounce #11 added RGB(0, 0, 0)

Build Patch/Sample Hash Table(s).....Done<0.0145 sec>

FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (3)

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 (1)

Writing leaf ambient...done

Ready to Finish


Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 

------------       ---------------  ---------------  -------- 

models                   3/1024          144/49152    ( 0.3%) 

brushes                369/8192         4428/98304    ( 4.5%) 

brushsides            2770/65536       22160/524288   ( 4.2%) 

planes                 920/65536       18400/1310720  ( 1.4%) 

vertexes              1320/65536       15840/786432   ( 2.0%) 

nodes                   90/65536        2880/2097152  ( 0.1%) 

texinfos               430/12288       30960/884736   ( 3.5%) 

texdata                 23/2048          736/65536    ( 1.1%) 

dispinfos                3/0             528/0        ( 0.0%) 

disp_verts             243/0            4860/0        ( 0.0%) 

disp_tris              384/0             768/0        ( 0.0%) 

disp_lmsamples        3576/0            3576/0        ( 0.0%) 

faces                  917/65536       51352/3670016  ( 1.4%) 

hdr faces                0/65536           0/3670016  ( 0.0%) 

origfaces              726/65536       40656/3670016  ( 1.1%) 

leaves                  94/65536        3008/2097152  ( 0.1%) 

leaffaces              997/65536        1994/131072   ( 1.5%) 

leafbrushes            433/65536         866/131072   ( 0.7%) 

areas                    3/256            24/2048     ( 1.2%) 

surfedges             6991/512000      27964/2048000  ( 1.4%) 

edges                 4178/256000      16712/1024000  ( 1.6%) 

LDR worldlights          2/8192          176/720896   ( 0.0%) 

HDR worldlights          0/8192            0/720896   ( 0.0%) 

leafwaterdata            0/32768           0/393216   ( 0.0%) 

waterstrips             79/32768         790/327680   ( 0.2%) 

waterverts               0/65536           0/786432   ( 0.0%) 

waterindices          1461/65536        2922/131072   ( 2.2%) 

cubemapsamples           3/1024           48/16384    ( 0.3%) 

overlays                 0/512             0/180224   ( 0.0%) 

LDR lightdata         [variable]     2417836/0        ( 0.0%) 

HDR lightdata         [variable]           0/0        ( 0.0%) 

visdata               [variable]         186/16777216 ( 0.0%) 

entdata               [variable]        5285/393216   ( 1.3%) 

LDR ambient table       94/65536         376/262144   ( 0.1%) 

HDR ambient table       94/65536         376/262144   ( 0.1%) 

LDR leaf ambient       222/65536        6216/1835008  ( 0.3%) 

HDR leaf ambient        94/65536        2632/1835008  ( 0.1%) 

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]           1/12       ( 8.3%) 

pakfile               [variable]      428570/0        ( 0.0%) 

physics               [variable]      119911/4194304  ( 2.9%) 

physics terrain       [variable]         931/1048576  ( 0.1%) 


Level flags = 0


Total triangle count: 2331

Writing d:\steam\steamapps\-email-\sourcesdk\sdkcontent\maps\textest2.bsp

21 seconds elapsed


** Executing...

** Command: Copy File

** Parameters: "D:\Steam\SteamApps\-email-\sourcesdk\sdkcontent\maps\textest2.bsp" "d:\steam\steamapps\-email-\team fortress 2\tf\maps\textest2.bsp"



** Executing...

** Command: "d:\steam\steamapps\-email-\team fortress 2\hl2.exe"

** Parameters: -game "d:\steam\steamapps\-email-\team fortress 2\tf" -console 1 -developer 1 +sv_cheats 1 +map "textest2"


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I've found some posts stating that you can get around it by not using a TF2 sky, but that's not really good enough for me.

Another post said to do mat_specular 0, build cubemaps and then reload the map, but then I get this error:


*** Error unserializing VTF file... is the file empty?

Error reading texture header "materials/maps/textest2/c-2080_256_32.vtf"

*** Error unserializing VTF file... is the file empty?

Error reading texture header "materials/maps/textest2/c-768_256_64.vtf"

And the purple reflections come back after I re-enable mat_specular.

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  • 2 weeks later...

Solved, apparently you have to load another map after building your cubemaps with mat_specular 0, then reload your map... :tinfoil:

I've always had this issue using EP1 SDK, neither reloading materials nor mat_specular 0 resolved it.

I just load a different map after building the cubemaps, no need to change mat_specular. It's pretty annoying though.

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