• Problem with cubemaps driving me mad
    7 replies, posted
I made a floor with cubemap reflections in Counter Strike: Source Hammer, and no matter what I do, its just missing textures. Here is the floor VMT: "LightmappedGeneric" {     "$basetexture" "tile06"     "$surfaceprop" "tile"     "$envmap" "env_cubemap"         "$envmapmask" "tile06_env"     "$reflectivity" "[0.1 0.1 0.1]" }      I did check to make sure the files are there and not misspelt, and didn't catch anything. I have an env_cubemap entity placed above it and linked to the brush. Compile log: ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\counter-strike source\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\counter-strike source\cstrike" "c:\users\user\desktop\gry\hammervmfs\ttt_pentagon_alpha" Valve Software - vbsp.exe (Jun 14 2017) 4 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\counter-strike source\cstrike\materials Loading c:\users\user\desktop\gry\hammervmfs\ttt_pentagon_alpha.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt 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 28 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing c:\users\user\desktop\gry\hammervmfs\ttt_pentagon_alpha.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials:    skybox/sky_day01_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_day01_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) (210191 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 1891 texinfos to 1019 Reduced 68 texdatas to 64 (1557 bytes to 1494) Writing c:\users\user\desktop\gry\hammervmfs\ttt_pentagon_alpha.bsp Wrote ZIP buffer, estimated size 428868, actual size 426376 1 second elapsed   -0.167994 -0.032867 0.000000   -0.331851 -0.051969 0.000000   -0.167994 -0.051969 0.000000   -0.167994 0.002600 0.000000 make_triangles:calc_triangle_representation: Cannot convert   -0.167994 -0.032867 0.000000   -0.331851 -0.051969 0.000000   -0.167994 -0.051969 0.000000   -0.167994 0.002600 0.000000 make_triangles:calc_triangle_representation: Cannot convert ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\counter-strike source\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\counter-strike source\cstrike" "c:\users\user\desktop\gry\hammervmfs\ttt_pentagon_alpha" Valve Software - vvis.exe (Jun 14 2017) 4 threads reading c:\users\user\desktop\gry\hammervmfs\ttt_pentagon_alpha.bsp reading c:\users\user\desktop\gry\hammervmfs\ttt_pentagon_alpha.prt  179 portalclusters  483 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: 75 visible clusters (0.46%) Total clusters visible: 16438 Average clusters visible: 91 Building PAS... Average clusters audible: 178 visdatasize:9515  compressed from 8592 writing c:\users\user\desktop\gry\hammervmfs\ttt_pentagon_alpha.bsp 0 seconds elapsed ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\counter-strike source\bin\vrad.exe" ** Parameters: -both -StaticPropLighting -StaticPropPolys -final -game "C:\Program Files (x86)\Steam\steamapps\common\counter-strike source\cstrike" "c:\users\user\desktop\gry\hammervmfs\ttt_pentagon_alpha" Valve Software - vrad.exe SSE (Jun 14 2017)       Valve Radiosity Simulator      4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\users\user\desktop\gry\hammervmfs\ttt_pentagon_alpha.bsp Setting up ray-trace acceleration structure... Done (3.36 seconds) 2084 faces 159257 square feet [22933008.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 2084 patches before subdivision 28836 patches after subdivision 26 direct lights BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (1) BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (5) transfers 4015714, max 534 transfer lists:  30.6 megs GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)     Bounce #1 added RGB(28947, 27572, 22712) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)     Bounce #2 added RGB(16175, 13936, 10186) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)     Bounce #3 added RGB(853, 773, 622) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)     Bounce #4 added RGB(323, 265, 195) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)     Bounce #5 added RGB(24, 21, 17) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)     Bounce #6 added RGB(7, 6, 4) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)     Bounce #7 added RGB(1, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.0133 sec> FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1) 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 (2) Writing leaf ambient...done Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (1) Ready to Finish Object names       Objects/Maxobjs  Memory / Maxmem  Fullness ------------       ---------------  ---------------  -------- models                  54/1024         2592/49152    ( 5.3%) brushes                550/8192         6600/98304    ( 6.7%) brushsides            3787/65536       30296/524288   ( 5.8%) planes                2042/65536       40840/1310720  ( 3.1%) vertexes              3286/65536       39432/786432   ( 5.0%) nodes                  782/65536       25024/2097152  ( 1.2%) texinfos              1019/12288       73368/884736   ( 8.3%) texdata                 64/2048         2048/65536    ( 3.1%) dispinfos                0/0               0/0        ( 0.0%) disp_verts               0/0               0/0        ( 0.0%) disp_tris                0/0               0/0        ( 0.0%) disp_lmsamples           0/0               0/0        ( 0.0%) faces                 2084/65536      116704/3670016  ( 3.2%) hdr faces                0/65536           0/3670016  ( 0.0%) origfaces             1663/65536       93128/3670016  ( 2.5%) leaves                 837/65536       26784/2097152  ( 1.3%) leaffaces             2491/65536        4982/131072   ( 3.8%) leafbrushes            736/65536        1472/131072   ( 1.1%) areas                    2/256            16/2048     ( 0.8%) surfedges            16574/512000      66296/2048000  ( 3.2%) edges                10141/256000      40564/1024000  ( 4.0%) LDR worldlights         26/8192         2288/720896   ( 0.3%) HDR worldlights          0/8192            0/720896   ( 0.0%) leafwaterdata            0/32768           0/393216   ( 0.0%) waterstrips            241/32768        2410/327680   ( 0.7%) waterverts               0/65536           0/786432   ( 0.0%) waterindices          4305/65536        8610/131072   ( 6.6%) cubemapsamples           3/1024           48/16384    ( 0.3%) overlays                 0/512             0/180224   ( 0.0%) LDR lightdata         [variable]     1702888/0        ( 0.0%) HDR lightdata         [variable]           0/0        ( 0.0%) visdata               [variable]        9515/16777216 ( 0.1%) entdata               [variable]      157892/393216   (40.2%) LDR ambient table      837/65536        3348/262144   ( 1.3%) HDR ambient table      837/65536        3348/262144   ( 1.3%) LDR leaf ambient      2016/65536       56448/1835008  ( 3.1%) HDR leaf ambient       837/65536       23436/1835008  ( 1.3%) 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]           1/11810    ( 0.0%) pakfile               [variable]      740982/0        ( 0.0%) physics               [variable]      210191/4194304  ( 5.0%) physics terrain       [variable]           2/1048576  ( 0.0%) Level flags = 1 Total triangle count: 5762 Writing c:\users\user\desktop\gry\hammervmfs\ttt_pentagon_alpha.bsp 14 seconds elapsed Valve Software - vrad.exe SSE (Jun 14 2017)       Valve Radiosity Simulator      4 threads [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\users\user\desktop\gry\hammervmfs\ttt_pentagon_alpha.bsp Setting up ray-trace acceleration structure... Done (3.39 seconds) 2084 faces 159257 square feet [22933008.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 2084 patches before subdivision 28836 patches after subdivision 26 direct lights BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (2) BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (4) transfers 4015714, max 534 transfer lists:  30.6 megs GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)     Bounce #1 added RGB(28947, 27572, 22712) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)     Bounce #2 added RGB(16175, 13936, 10186) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)     Bounce #3 added RGB(853, 773, 622) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)     Bounce #4 added RGB(323, 265, 195) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)     Bounce #5 added RGB(24, 21, 17) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)     Bounce #6 added RGB(7, 6, 4) GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)     Bounce #7 added RGB(1, 1, 0) Build Patch/Sample Hash Table(s).....Done<0.0114 sec> FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (1) 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 (2) Writing leaf ambient...done Computing static prop lighting : 0ThreadComputeStaticPropLighting: 0...1...2...3...4...5...6...7...8...9...10 (1) Ready to Finish Object names       Objects/Maxobjs  Memory / Maxmem  Fullness ------------       ---------------  ---------------  -------- models                  54/1024         2592/49152    ( 5.3%) brushes                550/8192         6600/98304    ( 6.7%) brushsides            3787/65536       30296/524288   ( 5.8%) planes                2042/65536       40840/1310720  ( 3.1%) vertexes              3286/65536       39432/786432   ( 5.0%) nodes                  782/65536       25024/2097152  ( 1.2%) texinfos              1019/12288       73368/884736   ( 8.3%) texdata                 64/2048         2048/65536    ( 3.1%) dispinfos                0/0               0/0        ( 0.0%) disp_verts               0/0               0/0        ( 0.0%) disp_tris                0/0               0/0        ( 0.0%) disp_lmsamples           0/0               0/0        ( 0.0%) faces                 2084/65536      116704/3670016  ( 3.2%) hdr faces             2084/65536      116704/3670016  ( 3.2%) origfaces             1663/65536       93128/3670016  ( 2.5%) leaves                 837/65536       26784/2097152  ( 1.3%) leaffaces             2491/65536        4982/131072   ( 3.8%) leafbrushes            736/65536        1472/131072   ( 1.1%) areas                    2/256            16/2048     ( 0.8%) surfedges            16574/512000      66296/2048000  ( 3.2%) edges                10141/256000      40564/1024000  ( 4.0%) LDR worldlights         26/8192         2288/720896   ( 0.3%) HDR worldlights         26/8192         2288/720896   ( 0.3%) leafwaterdata            0/32768           0/393216   ( 0.0%) waterstrips            241/32768        2410/327680   ( 0.7%) waterverts               0/65536           0/786432   ( 0.0%) waterindices          4305/65536        8610/131072   ( 6.6%) cubemapsamples           3/1024           48/16384    ( 0.3%) overlays                 0/512             0/180224   ( 0.0%) LDR lightdata         [variable]     1702888/0        ( 0.0%) HDR lightdata         [variable]     1702888/0        ( 0.0%) visdata               [variable]        9515/16777216 ( 0.1%) entdata               [variable]      157892/393216   (40.2%) LDR ambient table      837/65536        3348/262144   ( 1.3%) HDR ambient table      837/65536        3348/262144   ( 1.3%) LDR leaf ambient      2016/65536       56448/1835008  ( 3.1%) HDR leaf ambient      2016/65536       56448/1835008  ( 3.1%) 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]           1/11810    ( 0.0%) pakfile               [variable]     1056348/0        ( 0.0%) physics               [variable]      210191/4194304  ( 5.0%) physics terrain       [variable]           2/1048576  ( 0.0%) Level flags = 3 Total triangle count: 5762 Writing c:\users\user\desktop\gry\hammervmfs\ttt_pentagon_alpha.bsp 14 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "c:\users\user\desktop\gry\hammervmfs\ttt_pentagon_alpha.bsp" "C:\Program Files (x86)\Steam\steamapps\common\counter-strike source\cstrike\maps\ttt_pentagon_alpha.bsp" ** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\counter-strike source\hl2.exe" ** Parameters: -dev -console -allowdebug -game "C:\Program Files (x86)\Steam\steamapps\common\counter-strike source\cstrike" +map "ttt_pentagon_alpha" Doing "buildcubemaps" in console ingame makes the game sample the missing texture, and its still not fixed. I have no idea what is wrong here. I tried the following: Check VTF Version (7.2, and 7.4) Check for VMT Typos/File Typos Use a different texture with envmaps Try different VMT parameters such as $basealphaenvmapmask Make sure the env_cubemap is linked/try without linking Remaking the brush, compiling another map with the texture
Is it a problem with the texture being a purple and black checker board or the cubemap is not displaying on the texture?
The texture itself doesn't display, neither do cubemaps on it. This ONLY happens when I add $envmap env_cubemap. If I remove it, the texture works
Try commenting out the mask as a test. Place your texture to something other than just the materials folder like materials/custom/. I've heard that can cause problems too
Another thing to try out would be different image formats, I recall having problems with DXT5 compressed VTF's as an example. Might have to play with the alpha format as well.
What happens if you do mat_specular 0 in the console?
Still fails, doing buildcubemaps crashes instantly when it sees the missing texture though
Could you send me the files on old punch?  https://facepunch.com/private.php?do=newpm&u=143499
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