• Skybox Missing Bottom Material.
    3 replies, posted
Hi, my map is not compiling due to this issue in the image below. If anyone has an answer it would be greatly appreciated, i looked around in hammer and couldn't find the messed up skybox. [IMG]http://i.imgur.com/l7cFjOq.png[/IMG] Thanks in advance - Can.
If there's no noticeable effect you can just ignore it.
The map won't get past the loading world stage, i am not sure what it isn't. new compile log. [CODE]Can't find surfaceprop stone for material DE_CBBLE/COBBLEROAD01, using default Can't find surfaceprop stone for material STONE/INFWLLFTOP, using default Can't find surfaceprop stone for material DE_CBBLE/STONE_ALT/BRICK_B_PLASTER, us ing default Patching WVT material: maps/trade_mamula_test/concrete/blend_milwall002_concrete floor012a_wvt_patch Patching WVT material: maps/trade_mamula_test/de_nuke/nukblenddirtgrass_wvt_patc h Patching WVT material: maps/trade_mamula_test/stone/blend_building_sidewalk_wvt_ patch Patching WVT material: maps/trade_mamula_test/nature/blendrocksgrass006a_wvt_pat ch Patching WVT material: maps/trade_mamula_test/de_cbble/grass_alt/grass_b_blend_w vt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) DRASTIC MEMORY OVERFLOW: Fell out of small block heap! 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 2086 detail faces...done (0) Merging details...done (1) FixTjuncs... PruneNodes... WriteBSP... done (2) writing E:\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\maps\Trad e Mamula\trade_mamula_test.prt...Building visibility clusters... done (1) error: material TOOLS/TOOLSSKYBOX2D doesn't have a $bottommaterial Finding displacement neighbors... Found a displacement edge abutting multiple other edges. Warning: overflowed 2 displacement corner-neighbor lists.Finding lightmap sample positions... Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10 Building Physics collision data... done (6) (1874899 bytes) Error! prop_static using model "models/props/cs_office/computer_caseb_p6b.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/computer_caseb_p6b.mdl"! Error! prop_static using model "models/props/cs_office/computer_caseb_p2.mdl", w hich must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/computer_caseb_p2.mdl"! Error! prop_static using model "models/props/de_train/hr_t/hr_tv_plasma/hr_tv_pl asma.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/de_train/hr_t/hr_tv_plasma/hr_tv_plasma .mdl"! Error! prop_static using model "models/props/cs_office/file_cabinet1_group.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/file_cabinet1_group.mdl"! Error! prop_static using model "models/props/cs_office/tv_plasma.mdl", which mus t be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/tv_plasma.mdl"! Error! prop_static using model "models/props/cs_office/plant01.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_office/plant01.mdl"! Error! prop_static using model "models/props_junk/wood_crate001a.mdl", which mus t be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props_junk/wood_crate001a.mdl"! Error! prop_static using model "models/props/cs_militia/barstool01.mdl", which m ust be used on a dynamic entity (i.e. prop_physics). Deleted. Error loading studio model "models/props/cs_militia/barstool01.mdl"! Error! To use model "models/props_signs/sign_horizontal_09.mdl" with prop_static, it must be compiled with $staticprop! Error loading studio model "models/props_signs/sign_horizontal_09.mdl"! Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 2496 texinfos to 1662 Reduced 417 texdatas to 339 (17166 bytes to 13749) Writing E:\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\maps\Trad e Mamula\trade_mamula_test.bsp 15 seconds elapsed CDynamicFunction: Closing library 'Kernel32.dll' (75BB0000) ------------------------------------------------------------------------------- Running command: cd "E:\Steam\steamapps\common\Counter-Strike Global Offensive\b in" ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Running command: "E:\Steam\steamapps\common\Counter-Strike Global Offensive\bin\ vvis.exe" -game "E:\Steam\steamapps\common\Counter-Strike Global Offensive\csgo" -fast "E:\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\maps\Trad e Mamula\trade_mamula_test" ------------------------------------------------------------------------------- CDynamicFunction: Loading library 'Kernel32.dll' (75BB0000) CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77BE253 0 Valve Software - vvis.exe (Dec 17 2015) fastvis = true 4 threads reading e:\steam\steamapps\common\counter-strike global offensive\csgo\maps\trad e mamula\trade_mamula_test.bsp reading e:\steam\steamapps\common\counter-strike global offensive\csgo\maps\trad e mamula\trade_mamula_test.prt 8485 portalclusters 31634 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (34) Optimized: 1310550 visible clusters (0.00%) Total clusters visible: 27975736 Average clusters visible: 3297 Building PAS... Average clusters audible: 4480 visdatasize:9617445 compressed from 18056080 writing e:\steam\steamapps\common\counter-strike global offensive\csgo\maps\trad e mamula\trade_mamula_test.bsp 38 seconds elapsed CDynamicFunction: Closing library 'Kernel32.dll' (75BB0000) ------------------------------------------------------------------------------- Running command: cd "E:\Steam\steamapps\common\Counter-Strike Global Offensive\b in" ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Running command: "E:\Steam\steamapps\common\Counter-Strike Global Offensive\bin\ vrad.exe" -game "E:\Steam\steamapps\common\Counter-Strike Global Offensive\csgo " -noextra "E:\Steam\steamapps\common\Counter-Strike Global Offensive\csgo\maps\ Trade Mamula\trade_mamula_test" ------------------------------------------------------------------------------- CDynamicFunction: Loading library 'Kernel32.dll' (75BB0000) CDynamicFunction: Lookup of 'TryEnterCriticalSection' in 'Kernel32.dll': 77BE253 0 Valve Software - vrad.exe SSE (Dec 17 2015) Valve Radiosity Simulator 4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading e:\steam\steamapps\common\counter-strike global offensive\csgo\maps\trad e mamula\trade_mamula_test.bsp Setting up ray-trace acceleration structure... Done (4.99 seconds) 34251 faces 78 degenerate faces 110345496 square feet [15889751040.00 square inches] 897 Displacements 2864291 Square Feet [412458016.00 Square Inches] 34173 patches before subdivision zero area child patch zero area child patch zero area child patch zero area child patch 616943 patches after subdivision light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 0. 000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 0. 000000 light has _fifty_percent_distance of 224.000000 but _zero_percent_distance of 0. 000000 138 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (265) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (176) transfers 63918271, max 4633 transfer lists: 487.7 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(1684377, 1909321, 1973361) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(422394, 457299, 439417) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(195773, 210297, 201467) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #4 added RGB(100264, 105176, 100339) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(55740, 58369, 55975) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(31115, 32401, 31083) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(17693, 18450, 17774) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(10027, 10440, 10052) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(5723, 5970, 5771) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #10 added RGB(3254, 3393, 3275) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(1858, 1941, 1882) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #12 added RGB(1058, 1104, 1068) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #13 added RGB(604, 632, 614) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #14 added RGB(344, 360, 349) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #15 added RGB(196, 206, 201) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #16 added RGB(112, 117, 114) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #17 added RGB(64, 67, 66) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #18 added RGB(36, 38, 37) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #19 added RGB(21, 22, 21) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #20 added RGB(12, 12, 12) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #21 added RGB(7, 7, 7) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #22 added RGB(4, 4, 4) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #23 added RGB(2, 2, 2) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #24 added RGB(1, 1, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #25 added RGB(1, 1, 1) Build Patch/Sample Hash Table(s).....Done<1.5101 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (25) 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 (42) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 102/1024 4896/49152 (10.0%) brushes 4874/8192 58488/98304 (59.5%) brushsides 51816/65536 414528/524288 (79.1%) planes 55928/65536 1118560/1310720 (85.3%) VERY FULL! vertexes 48990/65536 587880/786432 (74.8%) nodes 15232/65536 487424/2097152 (23.2%) texinfos 1662/12288 119664/884736 (13.5%) texdata 339/2048 10848/65536 (16.6%) dispinfos 897/0 157872/0 ( 0.0%) disp_verts 29865/0 597300/0 ( 0.0%) disp_tris 42144/0 84288/0 ( 0.0%) disp_multiblend 0/0 0/0 ( 0.0%) disp_lmsamples 544349/0 544349/0 ( 0.0%) faces 34251/65536 1918056/3670016 (52.3%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 18838/65536 1054928/3670016 (28.7%) facebrushes 5371/0 10742/0 ( 0.0%) facebrushlists 34251/0 137004/0 ( 0.0%) leaves 15335/65536 490720/2097152 (23.4%) leaffaces 44742/65536 89484/131072 (68.3%) leafbrushes 14913/65536 29826/131072 (22.8%) areas 6/1024 48/8192 ( 0.6%) surfedges 236871/512000 947484/2048000 (46.3%) edges 130480/256000 521920/1024000 (51.0%) LDR worldlights 120/8192 12000/819200 ( 1.5%) HDR worldlights 0/8192 0/819200 ( 0.0%) leafwaterdata 14/32768 168/393216 ( 0.0%) waterstrips 3428/32768 34280/327680 (10.5%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 53811/65536 107622/131072 (82.1%) VERY FULL! cubemapsamples 176/1024 2816/16384 (17.2%) overlays 96/1024 33792/360448 ( 9.4%) LDR lightdata [variable] 39803749/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 9617445/16777216 (57.3%) entdata [variable] 144023/393216 (36.6%) LDR ambient table 15335/65536 61340/262144 (23.4%) HDR ambient table 15335/65536 61340/262144 (23.4%) LDR leaf ambient 80102/65536 2242856/1835008 (122.2%) VERY FULL! HDR leaf ambient 15335/65536 429380/1835008 (23.4%) 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] 1/65610 ( 0.0%) pakfile [variable] 13096443/0 ( 0.0%) physics [variable] 1874899/4194304 (44.7%) physics terrain [variable] 185336/1048576 (17.7%) Level flags = 4 Total triangle count: 92230 Writing e:\steam\steamapps\common\counter-strike global offensive\csgo\maps\trad e mamula\trade_mamula_test.bsp 8 minutes, 45 seconds elapsed CDynamicFunction: Closing library 'Kernel32.dll' (75BB0000) ------------------------------------------------------------------------------- Running command: copy "E:\Steam\steamapps\common\Counter-Strike Global Offensive \csgo\maps\Trade Mamula\trade_mamula_test.bsp" "E:\Steam\steamapps\common\Counte r-Strike Global Offensive\csgo\maps\trade_mamula_test.bsp" ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Running command: cd "E:\Steam" ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- Running command: E:\Steam\steam.exe -applaunch 730 -game "E:\Steam\steamapps\com mon\Counter-Strike Global Offensive\csgo" +map "trade_mamula_test" ------------------------------------------------------------------------------- Finished. Press a key to close.[/CODE]
From what I gather you have a ridiculous amount of large brushes. Try raising the lightmap scale and splitting up large brushes. Also making more things func_detail.
Sorry, you need to Log In to post a reply to this thread.