3d Skybox problem

I followed a tutorial on youtube on how to get a 3d skybox, and this is what I see when I compile and load the map

Anybody know what amateur mistake I made that would have caused this to not work?

Can you post the compile log? It looks like a leak to me.

Sure
Here’s the log.



** Executing...
** Command: "c:\program files (x86)\steam\steamapps	hefrisk666\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps	hefrisk666\half-life 2 episode two\ep2" "C:\Users\Kevin\Documents\islandbattle"

Valve Software - vbsp.exe (May 19 2009)
8 threads
materialPath: c:\program files (x86)\steam\steamapps	hefrisk666\half-life 2 episode two\ep2\materials
Loading C:\Users\Kevin\Documents\islandbattle.vmf
Patching WVT material: maps/islandbattle/nature/blendsandrock004c_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)

** Executing...
** Command: "c:\program files (x86)\steam\steamapps	hefrisk666\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files (x86)\steam\steamapps	hefrisk666\half-life 2 episode two\ep2" -fast "C:\Users\Kevin\Documents\islandbattle"

Valve Software - vvis.exe (May 19 2009)
fastvis = true
8 threads
reading c:\users\kevin\documents\islandbattle.bsp
reading c:\users\kevin\documents\islandbattle.prt
LoadPortals: couldn't read c:\users\kevin\documents\islandbattle.prt


** Executing...
** Command: "c:\program files (x86)\steam\steamapps	hefrisk666\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files (x86)\steam\steamapps	hefrisk666\half-life 2 episode two\ep2" -noextra "C:\Users\Kevin\Documents\islandbattle"

Valve Software - vrad.exe SSE (May 19 2009)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
[48 texlights parsed from 'lights.rad']

Loading c:\users\kevin\documents\islandbattle.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure... Done (0.86 seconds)
4280 faces
9 degenerate faces
6513687 square feet [937970944.00 square inches]
24 Displacements
3667978 Square Feet [528188832.00 Square Inches]
4271 patches before subdivision
zero area child patch
30099 patches after subdivision
sun extent from map=0.000000
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (6)
transfers 3378225, max 1029
transfer lists:  25.8 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(53679, 38827, 16354)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #2 added RGB(4463, 3114, 1206)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #3 added RGB(2598, 1636, 434)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #4 added RGB(241, 149, 37)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #5 added RGB(171, 94, 15)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #6 added RGB(17, 9, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #7 added RGB(12, 6, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #8 added RGB(1, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #9 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0137 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (4)
FinalLightFace 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.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (6)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                  16/1024          768/49152    ( 1.6%) 
brushes                409/8192         4908/98304    ( 5.0%) 
brushsides            3986/65536       31888/524288   ( 6.1%) 
planes                3634/65536       72680/1310720  ( 5.5%) 
vertexes              5555/65536       66660/786432   ( 8.5%) 
nodes                 3391/65536      108512/2097152  ( 5.2%) 
texinfos               195/12288       14040/884736   ( 1.6%) 
texdata                 16/2048          512/65536    ( 0.8%) 
dispinfos               24/0            4224/0        ( 0.0%) 
disp_verts            5688/0          113760/0        ( 0.0%) 
disp_tris             9984/0           19968/0        ( 0.0%) 
disp_lmsamples      233624/0          233624/0        ( 0.0%) 
faces                 4280/65536      239680/3670016  ( 6.5%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             1584/65536       88704/3670016  ( 2.4%) 
leaves                3408/65536      109056/2097152  ( 5.2%) 
leaffaces             4493/65536        8986/131072   ( 6.9%) 
leafbrushes           2476/65536        4952/131072   ( 3.8%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges            26650/512000     106600/2048000  ( 5.2%) 
edges                14599/256000      58396/1024000  ( 5.7%) 
LDR worldlights          2/8192          176/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            2/32768          24/393216   ( 0.0%) 
waterstrips            295/32768        2950/327680   ( 0.9%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices          4623/65536        9246/131072   ( 7.1%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     2199396/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]      729019/16777216 ( 4.3%) 
entdata               [variable]       11145/393216   ( 2.8%) 
LDR ambient table     3408/65536       13632/262144   ( 5.2%) 
HDR ambient table     3408/65536       13632/262144   ( 5.2%) 
LDR leaf ambient     12620/65536      353360/1835008  (19.3%) 
HDR leaf ambient      3408/65536       95424/1835008  ( 5.2%) 
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]           1/542816   ( 0.0%) 
dtl prp lght          [variable]           1/4        (25.0%) 
HDR dtl prp lght      [variable]           1/4        (25.0%) 
static props          [variable]           1/206      ( 0.5%) 
pakfile               [variable]      174457/0        ( 0.0%) 
physics               [variable]      172082/4194304  ( 4.1%) 
physics terrain       [variable]       11500/1048576  ( 1.1%) 

Level flags = 0

Total triangle count: 11493
Writing c:\users\kevin\documents\islandbattle.bsp
29 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Kevin\Documents\islandbattle.bsp" "c:\program files (x86)\steam\steamapps	hefrisk666\half-life 2 episode two\ep2\maps\islandbattle.bsp"


Try compiling with vis set to normal.

Still looks the same :\

Found this just now:

I’m not sure myself, but I think it’s got something to do with lightmaps not being caclulated correctly for a certain face, or if its an invalid brush or something like that. Try and find that face.

Also, can you take a hammer screenshot of your 3d skybox?

Ok, I’ll look for something like that.
And here’s the screenshot.

I’m pretty new to hammer, so the problem is probably something noticeable in the screenshot that I’m unaware of.

So… is that a screenshot of your skybox or the actual map?

Because you need two separate parts: your map that the player can access, and the 1/16th scale skybox.

It should look something like this:
one skybox for the player to access (as the above user said) and one where your 3d skybox will be
Left one is 3d skybox the other is player area

http://img516.imageshack.us/img516/1389/screen03vx9.jpg

You don’t need a light_environment in both but that’s basically it.

Try setting the 3dskybox’s sky walls to skybox2d. I fixed the problem with this when I did that.

There’s water.

Which seems to be “broken”.

Whose video did you follow?

That picture was just a screenshot of the skybox. I do have two separate parts.

How exactly would I go about fixing the water?

I followed that video. There isn’t any water in the video

Wow…
That guy doesn’t even really know what hes talking about in his tutorial.

Your brush work looks bad in that picture, and its hard to see. Don’t listen to him about hollowing, he doesn’t know that that is bad probably.

You are better off restarting your map from scratch, and doing it the right way.
Use these sites, please.
www.interlopers.net and http://www.halfwit-2.com/

I only followed the second half of his tutorial on how to add the skybox, not the beginning about how to build a map.
And it’s hard to see because I zoomed out so you could see that I have both a normal part, and the 3d skybox part.

But thank you for those sites. Bookmarked them, and will be reading them later.