DvS Posted June 11, 2008 Report Share Posted June 11, 2008 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. Link to comment Share on other sites More sharing options...
Sentura Posted June 11, 2008 Report Share Posted June 11, 2008 do you mini/maximize the game instead of closing/reopening? usually that happens there, and there wont be anything wrong with the final map as long as people dont mini/maximize. Link to comment Share on other sites More sharing options...
DvS Posted June 11, 2008 Author Report Share Posted June 11, 2008 Nope, but I don't know if you can tell or not, but the cubemap closer to the player in that screen is fine, there's nothing wrong with the reflections there. Link to comment Share on other sites More sharing options...
Psy Posted June 11, 2008 Report Share Posted June 11, 2008 any compile/console errors? Link to comment Share on other sites More sharing options...
DvS Posted June 11, 2008 Author Report Share Posted June 11, 2008 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" Link to comment Share on other sites More sharing options...
PogoP Posted June 11, 2008 Report Share Posted June 11, 2008 I think it may be something to do with the skybox. I had that problem and when I changed the skybox, it fixed itself. Link to comment Share on other sites More sharing options...
DvS Posted June 11, 2008 Author Report Share Posted June 11, 2008 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. Link to comment Share on other sites More sharing options...
DvS Posted June 11, 2008 Author Report Share Posted June 11, 2008 Solved, apparently you have to load another map after building your cubemaps with mat_specular 0, then reload your map... Link to comment Share on other sites More sharing options...
Zeta Posted June 11, 2008 Report Share Posted June 11, 2008 i never even bother with mat_specular 0 when building cubes and my results look fine :shrug: Link to comment Share on other sites More sharing options...
PogoP Posted June 11, 2008 Report Share Posted June 11, 2008 Instead of reloading your map, type, "mat_reloadallmaterials" (or something along those lines). Link to comment Share on other sites More sharing options...
m8nkey Posted June 26, 2008 Report Share Posted June 26, 2008 Solved, apparently you have to load another map after building your cubemaps with mat_specular 0, then reload your map... 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. Link to comment Share on other sites More sharing options...
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