I can't get a custom skybox to work

-snip-

Hammer was being gay.

You should know the drill by now. VMT and compile log would help. Your current statement is like phoning the AA stating “my car has petrol, but it won’t start. What’s wrong”

My bad.



** Executing...
** Command: "c:\program files\steam2\steamapps\avwos\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam2\steamapps\avwos\half-life 2 episode two\ep2" "C:\Program Files\Steam2\steamapps\avwos\sourcesdk_content\hl2\mapsrc\gm_beach"

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: c:\program files\steam2\steamapps\avwos\half-life 2 episode two\ep2\materials
Loading C:\Program Files\Steam2\steamapps\avwos\sourcesdk_content\hl2\mapsrc\gm_beach.vmf
***need to set $abovewater for material dev/dev_water2_cheap
***need to set $abovewater for material dev/dev_water2_cheap
Patching WVT material: maps/gm_beach/nature/blendsandsand008b_wvt_patch
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)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam2\steamapps\avwos\sourcesdk_content\hl2\mapsrc\gm_beach.prt...Building visibility clusters...
done (0)
material "skybox/down-under512_rt" not found.
Can't load skybox file skybox/down-under512_ to build the default cubemap!
Can't load skybox file skybox/down-under512_ to build the default cubemap!
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) (3397 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 26 texinfos to 8
Reduced 8 texdatas to 6 (217 bytes to 123)
Writing C:\Program Files\Steam2\steamapps\avwos\sourcesdk_content\hl2\mapsrc\gm_beach.bsp
5 seconds elapsed

** Executing...
** Command: "c:\program files\steam2\steamapps\avwos\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam2\steamapps\avwos\half-life 2 episode two\ep2" "C:\Program Files\Steam2\steamapps\avwos\sourcesdk_content\hl2\mapsrc\gm_beach"

Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\program files\steam2\steamapps\avwos\sourcesdk_content\hl2\mapsrc\gm_beach.bsp
reading c:\program files\steam2\steamapps\avwos\sourcesdk_content\hl2\mapsrc\gm_beach.prt
  20 portalclusters
  31 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: 0 visible clusters (0.00%)
Total clusters visible: 400
Average clusters visible: 20
Building PAS...
Average clusters audible: 20
visdatasize:284  compressed from 320
writing c:\program files\steam2\steamapps\avwos\sourcesdk_content\hl2\mapsrc\gm_beach.bsp
0 seconds elapsed

** Executing...
** Command: "c:\program files\steam2\steamapps\avwos\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam2\steamapps\avwos\half-life 2 episode two\ep2" "C:\Program Files\Steam2\steamapps\avwos\sourcesdk_content\hl2\mapsrc\gm_beach"

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

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

Loading c:\program files\steam2\steamapps\avwos\sourcesdk_content\hl2\mapsrc\gm_beach.bsp
Setting up ray-trace acceleration structure... Done (6.15 seconds)
258 faces
451581 square feet [65027712.00 square inches]
192 Displacements
87703 Square Feet [12629334.00 Square Inches]
258 patches before subdivision
6018 patches after subdivision
sun extent from map=0.000000
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (6)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (2)
transfers 98453, max 236
transfer lists:   0.8 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #1 added RGB(259, 241, 97)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
	Bounce #2 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0102 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (3)
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 (8)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   3/1024          144/49152    ( 0.3%) 
brushes                  8/8192           96/98304    ( 0.1%) 
brushsides              48/65536         384/524288   ( 0.1%) 
planes                 132/65536        2640/1310720  ( 0.2%) 
vertexes               314/65536        3768/786432   ( 0.5%) 
nodes                  102/65536        3264/2097152  ( 0.2%) 
texinfos                 8/12288         576/884736   ( 0.1%) 
texdata                  6/2048          192/65536    ( 0.3%) 
dispinfos              192/0           33792/0        ( 0.0%) 
disp_verts           15552/0          311040/0        ( 0.0%) 
disp_tris            24576/0           49152/0        ( 0.0%) 
disp_lmsamples      248832/0          248832/0        ( 0.0%) 
faces                  258/65536       14448/3670016  ( 0.4%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces              206/65536       11536/3670016  ( 0.3%) 
leaves                 106/65536        3392/2097152  ( 0.2%) 
leaffaces               66/65536         132/131072   ( 0.1%) 
leafbrushes             60/65536         120/131072   ( 0.1%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             1856/512000       7424/2048000  ( 0.4%) 
edges                 1001/256000       4004/1024000  ( 0.4%) 
LDR worldlights          2/8192          176/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips              0/32768           0/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices             0/65536           0/131072   ( 0.0%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]      249600/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]         284/16777216 ( 0.0%) 
entdata               [variable]        1031/393216   ( 0.3%) 
LDR ambient table      106/65536         424/262144   ( 0.2%) 
HDR ambient table      106/65536         424/262144   ( 0.2%) 
LDR leaf ambient       316/65536        8848/1835008  ( 0.5%) 
HDR leaf ambient       106/65536        2968/1835008  ( 0.2%) 
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]           1/12       ( 8.3%) 
static props          [variable]           1/2142     ( 0.0%) 
pakfile               [variable]         952/0        ( 0.0%) 
physics               [variable]        3397/4194304  ( 0.1%) 
physics terrain       [variable]       70602/1048576  ( 6.7%) 

Level flags = 0

Total triangle count: 516
Writing c:\program files\steam2\steamapps\avwos\sourcesdk_content\hl2\mapsrc\gm_beach.bsp
26 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam2\steamapps\avwos\sourcesdk_content\hl2\mapsrc\gm_beach.bsp" "c:\program files\steam2\steamapps\avwos\half-life 2 episode two\ep2\maps\gm_beach.bsp"




"UnlitGeneric"
 {
 "$basetexture" "skybox/down-under512_bk"
 "$hdrbasetexture" "skybox/down-under512_bk"
 "$nofog" "1"
 "$ignorez" "1"
 }

The .vmt’s are all the same, other than front, back etc.

Did you try changing the texture path to skybox/down-under512bk?

Also the $hdrbasetexture is the same as the name so skybox/down-under512_hdrbk

See if those work.