hammer skybox and lighting error: Video and Compile log

Video says all. i am willing to try almost anything

COMPILE LOGS:

** 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\david\Documents\New folder (2)\maps\rp_downtown_v4c_v2_forest.vmf”

Valve Software - vbsp.exe (May 15 2014)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\materials
Loading C:\Users\david\Documents\New folder (2)\maps\rp_downtown_v4c_v2_forest.vmf
ConVarRef mat_reduceparticles doesn’t point to an existing ConVar
material “smooth metal/graymetal” not found.
Material not found!: SMOOTH METAL/GRAYMETAL
material “vintagewallpaper/wallpaper06” not found.
Material not found!: VINTAGEWALLPAPER/WALLPAPER06
Could not locate ‘GameData’ key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt
Patching WVT material: maps/rp_downtown_v4c_v2_forest/nature/blendsandrock004a_wvt_patch
fixing up env_cubemap materials on brush sides…
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring…
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring…
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring…
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring…
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring…
Material glass/glasswindowbreak070b is depending on itself through materialvar $crackmaterial! Ignoring…
ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (1)
**** leaked ****
Entity env_sprite (-1990.99 90.00 -43.00) leaked!

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (5120.0 1536.0 -90.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (5120.0 1536.0 1077.2)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (6144.0 1536.0 819.2)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (5851.0 2048.0 1014.7)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (5339.0 2048.0 1014.7)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (5632.0 2048.0 -10.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (5632.0 2048.0 -129.5)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (5851.0 2048.0 -272.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors… ***
Processing areas…done (0)
Building Faces…done (0)
Chop Details…done (0)
Find Visible Detail Sides…
Merged 366 detail faces…done (0)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (3)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_05*.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_05*.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…
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (2) (3929854 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 7139 texinfos to 5012
Reduced 748 texdatas to 655 (37462 bytes to 34075)
Writing C:\Users\david\Documents\New folder (2)\maps\rp_downtown_v4c_v2_forest.bsp
12 seconds elapsed

** 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” -fast “C:\Users\david\Documents\New folder (2)\maps\rp_downtown_v4c_v2_forest”

Valve Software - vvis.exe (May 15 2014)
fastvis = true
8 threads
reading c:\users\david\documents
ew folder (2)\maps\rp_downtown_v4c_v2_forest.bsp
reading c:\users\david\documents
ew folder (2)\maps\rp_downtown_v4c_v2_forest.prt
LoadPortals: couldn’t read c:\users\david\documents
ew folder (2)\maps\rp_downtown_v4c_v2_forest.prt

** Executing…
** Command: “C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\bin\vrad.exe”
** Parameters: -both -game “C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike” -noextra “C:\Users\david\Documents\New folder (2)\maps\rp_downtown_v4c_v2_forest”

Valve Software - vrad.exe SSE (May 14 2014)

  Valve Radiosity Simulator     

8 threads
[Reading texlights from ‘lights.rad’]
[2 texlights parsed from ‘lights.rad’]

Loading c:\users\david\documents
ew folder (2)\maps\rp_downtown_v4c_v2_forest.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure… Done (5.60 seconds)
24170 faces
7 degenerate faces
4425547 square feet [637278784.00 square inches]
126 Displacements
35019 Square Feet [5042779.00 Square Inches]
light has _fifty_percent_distance of 67.000000 but _zero_percent_distance of 40.000000
light has _fifty_percent_distance of 67.000000 but _zero_percent_distance of 40.000000
light has _fifty_percent_distance of 67.000000 but _zero_percent_distance of 40.000000
light has _fifty_percent_distance of 67.000000 but _zero_percent_distance of 40.000000
light has _fifty_percent_distance of 67.000000 but _zero_percent_distance of 40.000000
sun extent from map=0.087156
496 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (97)
Build Patch/Sample Hash Table(s)…Done<0.0823 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (24)
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 (167)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 179/1024 8592/49152 (17.5%)
brushes 5897/8192 70764/98304 (72.0%)
brushsides 40698/65536 325584/524288 (62.1%)
planes 18250/65536 365000/1310720 (27.8%)
vertexes 43195/65536 518340/786432 (65.9%)
nodes 16126/65536 516032/2097152 (24.6%)
texinfos 5012/12288 360864/884736 (40.8%)
texdata 655/2048 20960/65536 (32.0%)
dispinfos 126/0 22176/0 ( 0.0%)
disp_verts 10622/0 212440/0 ( 0.0%)
disp_tris 16896/0 33792/0 ( 0.0%)
disp_lmsamples 108904/0 108904/0 ( 0.0%)
faces 24170/65536 1353520/3670016 (36.9%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 14471/65536 810376/3670016 (22.1%)
leaves 16306/65536 521792/2097152 (24.9%)
leaffaces 28751/65536 57502/131072 (43.9%)
leafbrushes 11760/65536 23520/131072 (17.9%)
areas 9/256 72/2048 ( 3.5%)
surfedges 175930/512000 703720/2048000 (34.4%)
edges 108609/256000 434436/1024000 (42.4%)
LDR worldlights 496/8192 43648/720896 ( 6.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 3072/32768 30720/327680 ( 9.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 52578/65536 105156/131072 (80.2%) VERY FULL!
cubemapsamples 48/1024 768/16384 ( 4.7%)
overlays 10/512 3520/180224 ( 2.0%)
LDR lightdata [variable] 20582204/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 429861/393216 (109.3%) VERY FULL!
LDR ambient table 16306/65536 65224/262144 (24.9%)
HDR ambient table 16306/65536 65224/262144 (24.9%)
LDR leaf ambient 62634/65536 1753752/1835008 (95.6%) VERY FULL!
HDR leaf ambient 16306/65536 456568/1835008 (24.9%)
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] 1/12 ( 8.3%)
static props [variable] 1/42112 ( 0.0%)
pakfile [variable] 5353992/0 ( 0.0%)
physics [variable] 3929854/4194304 (93.7%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 69402
Writing c:\users\david\documents
ew folder (2)\maps\rp_downtown_v4c_v2_forest.bsp
4 minutes, 54 seconds elapsed
Valve Software - vrad.exe SSE (May 14 2014)

  Valve Radiosity Simulator     

8 threads
[Reading texlights from ‘lights.rad’]
[2 texlights parsed from ‘lights.rad’]

Loading c:\users\david\documents
ew folder (2)\maps\rp_downtown_v4c_v2_forest.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure… Done (5.60 seconds)
24170 faces
7 degenerate faces
4425547 square feet [637278784.00 square inches]
126 Displacements
35019 Square Feet [5042779.00 Square Inches]
light has _fifty_percent_distance of 67.000000 but _zero_percent_distance of 40.000000
light has _fifty_percent_distance of 67.000000 but _zero_percent_distance of 40.000000
light has _fifty_percent_distance of 67.000000 but _zero_percent_distance of 40.000000
light has _fifty_percent_distance of 67.000000 but _zero_percent_distance of 40.000000
light has _fifty_percent_distance of 67.000000 but _zero_percent_distance of 40.000000
sun extent from map=0.087156
496 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (94)
Build Patch/Sample Hash Table(s)…Done<0.0990 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (24)
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 (168)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 179/1024 8592/49152 (17.5%)
brushes 5897/8192 70764/98304 (72.0%)
brushsides 40698/65536 325584/524288 (62.1%)
planes 18250/65536 365000/1310720 (27.8%)
vertexes 43195/65536 518340/786432 (65.9%)
nodes 16126/65536 516032/2097152 (24.6%)
texinfos 5012/12288 360864/884736 (40.8%)
texdata 655/2048 20960/65536 (32.0%)
dispinfos 126/0 22176/0 ( 0.0%)
disp_verts 10622/0 212440/0 ( 0.0%)
disp_tris 16896/0 33792/0 ( 0.0%)
disp_lmsamples 108904/0 108904/0 ( 0.0%)
faces 24170/65536 1353520/3670016 (36.9%)
hdr faces 24170/65536 1353520/3670016 (36.9%)
origfaces 14471/65536 810376/3670016 (22.1%)
leaves 16306/65536 521792/2097152 (24.9%)
leaffaces 28751/65536 57502/131072 (43.9%)
leafbrushes 11760/65536 23520/131072 (17.9%)
areas 9/256 72/2048 ( 3.5%)
surfedges 175930/512000 703720/2048000 (34.4%)
edges 108609/256000 434436/1024000 (42.4%)
LDR worldlights 496/8192 43648/720896 ( 6.1%)
HDR worldlights 496/8192 43648/720896 ( 6.1%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 3072/32768 30720/327680 ( 9.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 52578/65536 105156/131072 (80.2%) VERY FULL!
cubemapsamples 48/1024 768/16384 ( 4.7%)
overlays 10/512 3520/180224 ( 2.0%)
LDR lightdata [variable] 20582204/0 ( 0.0%)
HDR lightdata [variable] 20582204/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 429861/393216 (109.3%) VERY FULL!
LDR ambient table 16306/65536 65224/262144 (24.9%)
HDR ambient table 16306/65536 65224/262144 (24.9%)
LDR leaf ambient 62634/65536 1753752/1835008 (95.6%) VERY FULL!
HDR leaf ambient 62606/65536 1752968/1835008 (95.5%) VERY FULL!
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] 1/42112 ( 0.0%)
pakfile [variable] 5353992/0 ( 0.0%)
physics [variable] 3929854/4194304 (93.7%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 69402
Writing c:\users\david\documents
ew folder (2)\maps\rp_downtown_v4c_v2_forest.bsp
4 minutes, 52 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Users\david\Documents\New folder (2)\maps\rp_downtown_v4c_v2_forest.bsp” “C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike\maps\rp_downtown_v4c_v2_forest.bsp”

actualy, the lighting thing is happening on every map i play. so idk if thats still a prob

EDIT: Never mind. i was running them on fast. i put them to normal and the lighting is fixed. but the skybox isnt ;( can anyone help

map>load point file

Follow the red line, see where the line gets to the void, then seal it with a brush.

[editline]24th July 2014[/editline]

Also don’t decompile maps.

ok, so i did what you said, i found where it is getting access to the void. i moved the block so it isnt able to anymore, i am compiling now. i will let u know when im finished. thanks for the feedback and is there somthing wrong with doing that? does that affect anything??

[editline]24th July 2014[/editline]

ok. i sealed it up. and i reloaded the point file. it seems like this thing isnt goling away. no matter what i do. any help?

This is what happens when you decompile maps. It breaks shit that would take forever to fix back into original condition. So here’s your three options in priority of what you should try first:

  1. Make your own map from scratch and use the decompiled map to learn, but not to build from.

  2. Find an original .vmf with permission to edit it and use that.

  3. Rebuild all of the important sealing world brushes, including those of buildings that block visibility and were designed for optimization.

ok, and this map i am kinda using to help teach me. but is what im doing now (fixing that leak) going to help with that skybox error?

There’s nothing wrong with decompiling maps to learn how something works, just don’t take anything from it without express permission from the owner, and certainly don’t claim it as your own.

Leaks cause all sorts of errors because they keep a compile program from properly doing it’s job, in this case the one that deals with visibility. You need to fix that leak. Make sure completely it’s sealed with world geometry, i.e. not an entity (brush entities included). Make sure to reload the pointfile after each compile to be sure you got it.

i got it working :slight_smile: i compiled once and it worked :slight_smile: thank u all. but i did it again and it stayed on vvis for an hour. i stopped the compile and im trying again