• Skybox is flickering
    2 replies, posted
Hello guys, I have a big problem. When I compiled my map and play it my skybox starts flickering randomly when I'm outside. The whole skybox get white for less than a second. And that repeats in random intervals. Please help me. You can't play the map with this problem! [Code] materialPath: E:\Steam\steamapps\common\GarrysMod\garrysmod\materials Loading c:\users\user\desktop\gmod map\rp_ugc_prison_v1.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in e:\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt Patching WVT material: maps/rp_ugc_prison_v1/nature/blendgrassgravel001b_wvt_patch Patching WVT material: maps/rp_ugc_prison_v1/nature/blenddirtmud003a_wvt_patch Patching WVT material: maps/rp_ugc_prison_v1/nature/red_grass_thin_wvt_patch Patching WVT material: maps/rp_ugc_prison_v1/nature/canal_reeds_wvt_patch fixing up env_cubemap materials on brush sides... 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 1276 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (1) writing c:\users\user\desktop\gmod map\rp_ugc_prison_v1.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_09_hdr*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_09_hdr*.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 (1) (1553564 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 7731 texinfos to 3703 Reduced 657 texdatas to 488 (31930 bytes to 23757) Writing c:\users\user\desktop\gmod map\rp_ugc_prison_v1.bsp 8 seconds elapsed 4 threads reading c:\users\user\desktop\gmod map\rp_ugc_prison_v1.bsp reading c:\users\user\desktop\gmod map\rp_ugc_prison_v1.prt 2169 portalclusters 5396 numportals 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Optimized: 2498 visible clusters (0.65%) Total clusters visible: 384487 Average clusters visible: 177 Building PAS... Average clusters audible: 566 visdatasize:439653 compressed from 1179936 writing c:\users\user\desktop\gmod map\rp_ugc_prison_v1.bsp 3 minutes, 10 seconds elapsed [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\user\desktop\gmod map\rp_ugc_prison_v1.bsp 16091 faces 11 degenerate faces 2454541 square feet [353453888.00 square inches] 232 Displacements 515676 Square Feet [74257360.00 Square Inches] 16080 patches before subdivision 239378 patches after subdivision 304 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 28633417, max 1261 transfer lists: 218.5 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(2454837, 1999245, 549266) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(835473, 612458, 123550) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(276746, 179100, 27669) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(107210, 61615, 7410) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(41826, 21276, 2032) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(17204, 7764, 605) 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(7279, 2905, 193) 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(3176, 1137, 69) 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(1463, 465, 27) 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(685, 201, 12) 0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(350, 92, 6) 0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(176, 45, 3) 0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(101, 23, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(54, 12, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(34, 7, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(19, 4, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #17 added RGB(13, 2, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #18 added RGB(7, 1, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #19 added RGB(5, 1, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #20 added RGB(3, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #21 added RGB(2, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #22 added RGB(1, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #23 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0671 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 0 of 0 (0% of) surface lights went in leaf ambient cubes. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 208/1024 9984/49152 (20.3%) brushes 4224/8192 50688/98304 (51.6%) brushsides 31923/65536 255384/524288 (48.7%) planes 20196/65536 403920/1310720 (30.8%) vertexes 29368/65536 352416/786432 (44.8%) nodes 8172/65536 261504/2097152 (12.5%) texinfos 3703/12288 266616/884736 (30.1%) texdata 488/2048 15616/65536 (23.8%) dispinfos 232/0 40832/0 ( 0.0%) disp_verts 11232/0 224640/0 ( 0.0%) disp_tris 16736/0 33472/0 ( 0.0%) disp_lmsamples 532464/0 532464/0 ( 0.0%) faces 16091/65536 901096/3670016 (24.6%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 10255/65536 574280/3670016 (15.6%) leaves 8381/65536 268192/2097152 (12.8%) leaffaces 19526/65536 39052/131072 (29.8%) leafbrushes 10348/65536 20696/131072 (15.8%) areas 5/256 40/2048 ( 2.0%) surfedges 120511/512000 482044/2048000 (23.5%) edges 76888/256000 307552/1024000 (30.0%) LDR worldlights 303/8192 26664/720896 ( 3.7%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 5/32768 60/393216 ( 0.0%) waterstrips 2164/32768 21640/327680 ( 6.6%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 40977/65536 81954/131072 (62.5%) cubemapsamples 169/1024 2704/16384 (16.5%) overlays 14/512 4928/180224 ( 2.7%) LDR lightdata [variable] 15182800/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 439653/16777216 ( 2.6%) entdata [variable] 313747/393216 (79.8%) LDR ambient table 8381/65536 33524/262144 (12.8%) HDR ambient table 8381/65536 33524/262144 (12.8%) LDR leaf ambient 25686/65536 719208/1835008 (39.2%) HDR leaf ambient 8381/65536 234668/1835008 (12.8%) 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] 1/730744 ( 0.0%) dtl prp lght [variable] 1/4 (25.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/72836 ( 0.0%) pakfile [variable] 14904635/0 ( 0.0%) physics [variable] 1553564/4194304 (37.0%) physics terrain [variable] 44750/1048576 ( 4.3%) Level flags = 0 Total triangle count: 47189 Writing c:\users\user\desktop\gmod map\rp_ugc_prison_v1.bsp 1 minute, 56 seconds elapsed [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad'] Loading c:\users\user\desktop\gmod map\rp_ugc_prison_v1.bsp 16091 faces 11 degenerate faces 2454541 square feet [353453888.00 square inches] 232 Displacements 515676 Square Feet [74257360.00 Square Inches] 16080 patches before subdivision 239378 patches after subdivision 304 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 28633417, max 1261 transfer lists: 218.5 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(1363923, 1113152, 323819) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(435907, 320401, 67019) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(141685, 91919, 14577) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(54473, 31307, 3835) 0...1...2...3...4...5...6...7...8...9...10 Bounce #5 added RGB(21163, 10757, 1043) 0...1...2...3...4...5...6...7...8...9...10 Bounce #6 added RGB(8700, 3914, 310) 0...1...2...3...4...5...6...7...8...9...10 Bounce #7 added RGB(3673, 1461, 99) 0...1...2...3...4...5...6...7...8...9...10 Bounce #8 added RGB(1605, 570, 35) 0...1...2...3...4...5...6...7...8...9...10 Bounce #9 added RGB(737, 232, 14) 0...1...2...3...4...5...6...7...8...9...10 Bounce #10 added RGB(346, 100, 6) 0...1...2...3...4...5...6...7...8...9...10 Bounce #11 added RGB(176, 46, 3) 0...1...2...3...4...5...6...7...8...9...10 Bounce #12 added RGB(89, 22, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #13 added RGB(51, 11, 1) 0...1...2...3...4...5...6...7...8...9...10 Bounce #14 added RGB(27, 6, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #15 added RGB(17, 3, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #16 added RGB(9, 2, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #17 added RGB(6, 1, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #18 added RGB(4, 1, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #19 added RGB(3, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #20 added RGB(1, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #21 added RGB(1, 0, 0) 0...1...2...3...4...5...6...7...8...9...10 Bounce #22 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0747 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 0 of 0 (0% of) surface lights went in leaf ambient cubes. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 208/1024 9984/49152 (20.3%) brushes 4224/8192 50688/98304 (51.6%) brushsides 31923/65536 255384/524288 (48.7%) planes 20196/65536 403920/1310720 (30.8%) vertexes 29368/65536 352416/786432 (44.8%) nodes 8172/65536 261504/2097152 (12.5%) texinfos 3703/12288 266616/884736 (30.1%) texdata 488/2048 15616/65536 (23.8%) dispinfos 232/0 40832/0 ( 0.0%) disp_verts 11232/0 224640/0 ( 0.0%) disp_tris 16736/0 33472/0 ( 0.0%) disp_lmsamples 532464/0 532464/0 ( 0.0%) faces 16091/65536 901096/3670016 (24.6%) hdr faces 16091/65536 901096/3670016 (24.6%) origfaces 10255/65536 574280/3670016 (15.6%) leaves 8381/65536 268192/2097152 (12.8%) leaffaces 19526/65536 39052/131072 (29.8%) leafbrushes 10348/65536 20696/131072 (15.8%) areas 5/256 40/2048 ( 2.0%) surfedges 120511/512000 482044/2048000 (23.5%) edges 76888/256000 307552/1024000 (30.0%) LDR worldlights 303/8192 26664/720896 ( 3.7%) HDR worldlights 303/8192 26664/720896 ( 3.7%) leafwaterdata 5/32768 60/393216 ( 0.0%) waterstrips 2164/32768 21640/327680 ( 6.6%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 40977/65536 81954/131072 (62.5%) cubemapsamples 169/1024 2704/16384 (16.5%) overlays 14/512 4928/180224 ( 2.7%) LDR lightdata [variable] 15182800/0 ( 0.0%) HDR lightdata [variable] 15182800/0 ( 0.0%) visdata [variable] 439653/16777216 ( 2.6%) entdata [variable] 313747/393216 (79.8%) LDR ambient table 8381/65536 33524/262144 (12.8%) HDR ambient table 8381/65536 33524/262144 (12.8%) LDR leaf ambient 25686/65536 719208/1835008 (39.2%) HDR leaf ambient 25461/65536 712908/1835008 (38.9%) 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] 1/730744 ( 0.0%) dtl prp lght [variable] 1/4 (25.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/72836 ( 0.0%) pakfile [variable] 14904635/0 ( 0.0%) physics [variable] 1553564/4194304 (37.0%) physics terrain [variable] 44750/1048576 ( 4.3%) Level flags = 0 Total triangle count: 47189 Writing c:\users\user\desktop\gmod map\rp_ugc_prison_v1.bsp 1 minute, 57 seconds elapsed [/Code] Thank you Your Alphaverse
[CODE] Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_09_hdr*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_09_hdr*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. [/CODE] Go in your map properties and make sure that Skybox Texture Name is [B]sky_day02_09[/B] not [B]sky_day02_09_hdr[/B]. :downs:
[QUOTE=Videowarrior;52451524][CODE] Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_09_hdr*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/sky_day02_09_hdr*.vmt ! Run buildcubemaps in the engine to get the correct cube maps. [/CODE] Go in your map properties and make sure that Skybox Texture Name is [B]sky_day02_09[/B] not [B]sky_day02_09_hdr[/B]. :downs:[/QUOTE] Yes I already found it after a few hours and it fixed it!
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