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Posted

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.

Posted

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.

Posted

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.

Posted

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"


Posted

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.

Posted

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

:tinfoil:

  • 2 weeks later...
Posted

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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