• I can't get a custom skybox to work
    3 replies, posted
-snip- Hammer was being gay.
You should know the drill by now. VMT and compile log would help. Your current statement is like phoning the AA stating "my car has petrol, but it won't start. What's wrong"
My bad. [code] ** Executing... ** Command: "c:\program files\steam2\steamapps\avwos\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam2\steamapps\avwos\half-life 2 episode two\ep2" "C:\Program Files\Steam2\steamapps\avwos\sourcesdk_content\hl2\mapsrc\gm_beach" Valve Software - vbsp.exe (May 19 2009) 2 threads materialPath: c:\program files\steam2\steamapps\avwos\half-life 2 episode two\ep2\materials Loading C:\Program Files\Steam2\steamapps\avwos\sourcesdk_content\hl2\mapsrc\gm_beach.vmf ***need to set $abovewater for material dev/dev_water2_cheap ***need to set $abovewater for material dev/dev_water2_cheap Patching WVT material: maps/gm_beach/nature/blendsandsand008b_wvt_patch 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) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program Files\Steam2\steamapps\avwos\sourcesdk_content\hl2\mapsrc\gm_beach.prt...Building visibility clusters... done (0) material "skybox/down-under512_rt" not found. Can't load skybox file skybox/down-under512_ to build the default cubemap! Can't load skybox file skybox/down-under512_ to build the default cubemap! 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 (1) (3397 bytes) 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 26 texinfos to 8 Reduced 8 texdatas to 6 (217 bytes to 123) Writing C:\Program Files\Steam2\steamapps\avwos\sourcesdk_content\hl2\mapsrc\gm_beach.bsp 5 seconds elapsed ** Executing... ** Command: "c:\program files\steam2\steamapps\avwos\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files\steam2\steamapps\avwos\half-life 2 episode two\ep2" "C:\Program Files\Steam2\steamapps\avwos\sourcesdk_content\hl2\mapsrc\gm_beach" Valve Software - vvis.exe (May 19 2009) 2 threads reading c:\program files\steam2\steamapps\avwos\sourcesdk_content\hl2\mapsrc\gm_beach.bsp reading c:\program files\steam2\steamapps\avwos\sourcesdk_content\hl2\mapsrc\gm_beach.prt 20 portalclusters 31 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: 400 Average clusters visible: 20 Building PAS... Average clusters audible: 20 visdatasize:284 compressed from 320 writing c:\program files\steam2\steamapps\avwos\sourcesdk_content\hl2\mapsrc\gm_beach.bsp 0 seconds elapsed ** Executing... ** Command: "c:\program files\steam2\steamapps\avwos\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files\steam2\steamapps\avwos\half-life 2 episode two\ep2" "C:\Program Files\Steam2\steamapps\avwos\sourcesdk_content\hl2\mapsrc\gm_beach" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\program files\steam2\steamapps\avwos\sourcesdk_content\hl2\mapsrc\gm_beach.bsp Setting up ray-trace acceleration structure... Done (6.15 seconds) 258 faces 451581 square feet [65027712.00 square inches] 192 Displacements 87703 Square Feet [12629334.00 Square Inches] 258 patches before subdivision 6018 patches after subdivision sun extent from map=0.000000 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (6) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (2) transfers 98453, max 236 transfer lists: 0.8 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(259, 241, 97) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0102 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 (8) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 3/1024 144/49152 ( 0.3%) brushes 8/8192 96/98304 ( 0.1%) brushsides 48/65536 384/524288 ( 0.1%) planes 132/65536 2640/1310720 ( 0.2%) vertexes 314/65536 3768/786432 ( 0.5%) nodes 102/65536 3264/2097152 ( 0.2%) texinfos 8/12288 576/884736 ( 0.1%) texdata 6/2048 192/65536 ( 0.3%) dispinfos 192/0 33792/0 ( 0.0%) disp_verts 15552/0 311040/0 ( 0.0%) disp_tris 24576/0 49152/0 ( 0.0%) disp_lmsamples 248832/0 248832/0 ( 0.0%) faces 258/65536 14448/3670016 ( 0.4%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 206/65536 11536/3670016 ( 0.3%) leaves 106/65536 3392/2097152 ( 0.2%) leaffaces 66/65536 132/131072 ( 0.1%) leafbrushes 60/65536 120/131072 ( 0.1%) areas 2/256 16/2048 ( 0.8%) surfedges 1856/512000 7424/2048000 ( 0.4%) edges 1001/256000 4004/1024000 ( 0.4%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 1/32768 12/393216 ( 0.0%) waterstrips 0/32768 0/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 0/65536 0/131072 ( 0.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 249600/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 284/16777216 ( 0.0%) entdata [variable] 1031/393216 ( 0.3%) LDR ambient table 106/65536 424/262144 ( 0.2%) HDR ambient table 106/65536 424/262144 ( 0.2%) LDR leaf ambient 316/65536 8848/1835008 ( 0.5%) HDR leaf ambient 106/65536 2968/1835008 ( 0.2%) 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] 1/2142 ( 0.0%) pakfile [variable] 952/0 ( 0.0%) physics [variable] 3397/4194304 ( 0.1%) physics terrain [variable] 70602/1048576 ( 6.7%) Level flags = 0 Total triangle count: 516 Writing c:\program files\steam2\steamapps\avwos\sourcesdk_content\hl2\mapsrc\gm_beach.bsp 26 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Program Files\Steam2\steamapps\avwos\sourcesdk_content\hl2\mapsrc\gm_beach.bsp" "c:\program files\steam2\steamapps\avwos\half-life 2 episode two\ep2\maps\gm_beach.bsp" [/code] [code]"UnlitGeneric" { "$basetexture" "skybox/down-under512_bk" "$hdrbasetexture" "skybox/down-under512_bk" "$nofog" "1" "$ignorez" "1" }[/code] The .vmt's are all the same, other than front, back etc.
Did you try changing the texture path to skybox/down-under512bk? Also the $hdrbasetexture is the same as the name so skybox/down-under512_hdrbk See if those work.
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