1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

TF2 Purple Reflections?

  • DvS
  • June 11, 2008 at 4:19 AM
  • DvS
    • June 11, 2008 at 4:19 AM
    • #1

    [Blocked Image: http://img9.uploadhouse.com/fileuploads/2023/2023399803f3b1eb94e42f63aa4f644e192c74f.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.

  • Sentura
    • June 11, 2008 at 1:41 PM
    • #2

    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.

  • DvS
    • June 11, 2008 at 3:39 PM
    • #3

    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.

  • Psy
    • June 11, 2008 at 5:23 PM
    • #4

    any compile/console errors?

  • DvS
    • June 11, 2008 at 5:44 PM
    • #5

    This is the exact console output after building cubemaps:

    Code
    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!
    Display More

    Compile:

    Code
    ** 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"
    Display More
  • PogoP
    • June 11, 2008 at 6:08 PM
    • #6

    I think it may be something to do with the skybox. I had that problem and when I changed the skybox, it fixed itself.

  • DvS
    • June 11, 2008 at 6:16 PM
    • #7

    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:

    Code
    *** 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.

  • DvS
    • June 11, 2008 at 6:30 PM
    • #8

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

  • Zeta
    • June 11, 2008 at 8:23 PM
    • #9

    i never even bother with mat_specular 0 when building cubes and my results look fine :shrug:

  • PogoP
    • June 11, 2008 at 8:30 PM
    • #10

    Instead of reloading your map, type, "mat_reloadallmaterials" (or something along those lines).

  • m8nkey
    • June 26, 2008 at 2:12 AM
    • #11
    Quote from DvS

    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.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  6. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  7. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  8. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  9. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  10. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM

Users Viewing This Thread

  • 1 Guest
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™