Need help with a sky_camera problem.

In short, my sky_camera captures an entire map, redrawing it in the 3D skybox. Already I tried to create several layers of skybox, separate the camera box with areaportal. Here are some screenshots:

I hope you can help me with this problem and its solution.

Looks like your map doesn’t have any visibility information. Make sure vvis runs (without -fast).

Here are the parameters of my vvis: “-game $gamedir $path$file”

Post your full compile log (use [noparse]




tags[/noparse]).



** Executing...
** Command: "D:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -game "D:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "d:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\gc_v2"

Valve Software - vbsp.exe (Mar 14 2016)
4 threads
materialPath: D:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials
Loading d:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\gc_v2.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
KeyValues Error: LoadFromBuffer: missing { in file materials/city_8/matrix.vmt
(*VertexLitGeneric*), (*Proxies*), (*TextureScroll*), 
KeyValues Error: LoadFromBuffer: missing { in file materials/city_8/matrix.vmt
(*VertexLitGeneric*), (*Proxies*), (*TextureScroll*), 
Could not locate 'GameData' key in d:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt
Patching WVT material: maps/gc_v2/concrete/blendconcreterock001a_wvt_patch
Patching WVT material: maps/gc_v2/de_train/blendgraveldirt001a_wvt_patch
Patching WVT material: maps/gc_v2/nature/blenddebris002a_wvt_patch
Patching WVT material: maps/gc_v2/nature/blendrubbledirt001a_wvt_patch
Patching WVT material: maps/gc_v2/nature/blendconcretedirt001a_wvt_patch
Patching WVT material: maps/gc_v2/nature/blenddirtdirt001a_wvt_patch
Patching WVT material: maps/gc_v2/concrete/blendroad_broken01_wvt_patch
Patching WVT material: maps/gc_v2/nature/blendrockdirt_tunnel03a_wvt_patch
fixing up env_cubemap materials on brush sides...
env_cubemap pointing at deleted brushside near (-8848, -8509, -64)
env_cubemap pointing at deleted brushside near (-8848, -8509, -64)
KeyValues Error: LoadFromBuffer: missing { in file materials/CITY_8/MATRIX.vmt
(*VertexLitGeneric*), (*Proxies*), (*TextureScroll*), 
KeyValues Error: LoadFromBuffer: missing { in file materials/CITY_8/MATRIX.vmt
(*VertexLitGeneric*), (*Proxies*), (*TextureScroll*), 
KeyValues Error: LoadFromBuffer: missing { in file materials/CITY_8/MATRIX.vmt
(*VertexLitGeneric*), (*Proxies*), (*TextureScroll*), 
KeyValues Error: LoadFromBuffer: missing { in file materials/CITY_8/MATRIX.vmt
(*VertexLitGeneric*), (*Proxies*), (*TextureScroll*), 
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (2)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 172 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (5)
writing d:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\gc_v2.prt...Building visibility clusters...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_08*.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_08*.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 (2) (2931917 bytes)
Static prop models/props_c17/fence01a.mdl outside the map (-5164.00, 4556.00, -136.00)
Static prop models/props_c17/fence01a.mdl outside the map (-5164.00, 4556.00, -54.00)
Static prop models/props_debris/rebar004d_96.mdl outside the map (-4912.00, -2960.00, 144.00)
Static prop models/props_debris/rebar004d_96.mdl outside the map (-4936.00, -3040.00, 184.00)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 17693 texinfos to 10523
Reduced 1918 texdatas to 1653 (99452 bytes to 88683)
Writing d:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\gc_v2.bsp
36 seconds elapsed
  1.625600 0.406400 0.000000
  -0.000000 -0.609600 0.000000
  -0.000000 -0.812800 0.000000
make_triangles:calc_triangle_representation: Cannot convert
  1.625600 0.406400 0.000000
  -0.000000 -0.609600 0.000000
  -0.000000 -0.812800 0.000000
make_triangles:calc_triangle_representation: Cannot convert

** Executing...
** Command: "D:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vvis.exe"
** Parameters: -game "D:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "d:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\gc_v2"

Valve Software - vvis.exe (Dec  9 2014)
4 threads
reading d:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\gc_v2.bsp
reading d:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\gc_v2.prt
11325 portalclusters
33914 numportals
The map overflows the max portal count (33914 of max 32768)!


** Executing...
** Command: "D:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vrad.exe"
** Parameters: -game "D:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "d:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\gc_v2"

Valve Software - vrad.exe SSE (Dec  9 2014)

      Valve Radiosity Simulator     
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading d:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\gc_v2.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (12.34 seconds)
42425 faces
11 degenerate faces
6064830 square feet [873335552.00 square inches]
134 Displacements
440651 Square Feet [63453868.00 Square Inches]
light has _fifty_percent_distance of 1475.000000 but _zero_percent_distance of 45.000000
sun extent from map=0.000000
sun extent from map=0.000000
sun extent from map=0.000000
light has _fifty_percent_distance of 128.000000 but _zero_percent_distance of 0.000000
light has _fifty_percent_distance of 128.000000 but _zero_percent_distance of 0.000000
1344 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (1051)
Build Patch/Sample Hash Table(s).....Done<0.1609 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (19)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 7 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (23)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                 303/1024        14544/49152    (29.6%) 
brushes               8043/8192        96516/98304    (98.2%) VERY FULL!
brushsides           53126/65536      425008/524288   (81.1%) VERY FULL!
planes               20188/65536      403760/1310720  (30.8%) 
vertexes             64431/65536      773172/786432   (98.3%) VERY FULL!
nodes                23876/65536      764032/2097152  (36.4%) 
texinfos             10523/12288      757656/884736   (85.6%) VERY FULL!
texdata               1653/2048        52896/65536    (80.7%) VERY FULL!
dispinfos              134/0           23584/0        ( 0.0%) 
disp_verts            8558/0          171160/0        ( 0.0%) 
disp_tris            13216/0           26432/0        ( 0.0%) 
disp_lmsamples     1053204/0         1053204/0        ( 0.0%) 
faces                42425/65536     2375800/3670016  (64.7%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces            21926/65536     1227856/3670016  (33.5%) 
leaves               24180/65536      773760/2097152  (36.9%) 
leaffaces            51039/65536      102078/131072   (77.9%) 
leafbrushes          16373/65536       32746/131072   (25.0%) 
areas                   28/256           224/2048     (10.9%) 
surfedges           288365/512000    1153460/2048000  (56.3%) 
edges               171759/256000     687036/1024000  (67.1%) 
LDR worldlights       1342/8192       118096/720896   (16.4%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            7/32768          84/393216   ( 0.0%) 
waterstrips           3869/32768       38690/327680   (11.8%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         64062/65536      128124/131072   (97.8%) VERY FULL!
cubemapsamples         183/1024         2928/16384    (17.9%) 
overlays                35/512         12320/180224   ( 6.8%) 
LDR lightdata         [variable]    42285236/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]     1070326/393216   (272.2%) VERY FULL!
LDR ambient table    24180/65536       96720/262144   (36.9%) 
HDR ambient table    24180/65536       96720/262144   (36.9%) 
LDR leaf ambient     85120/65536     2383360/1835008  (129.9%) VERY FULL!
HDR leaf ambient     24180/65536      677040/1835008  (36.9%) 
occluders                1/0              40/0        ( 0.0%) 
occluder polygons        2/0              24/0        ( 0.0%) 
occluder vert ind        8/0              32/0        ( 0.0%) 
detail props          [variable]           1/434136   ( 0.0%) 
dtl prp lght          [variable]           1/36474    ( 0.0%) 
HDR dtl prp lght      [variable]           1/4        (25.0%) 
static props          [variable]           1/224532   ( 0.0%) 
pakfile               [variable]    16509709/0        ( 0.0%) 
physics               [variable]     2931917/4194304  (69.9%) 
physics terrain       [variable]       38870/1048576  ( 3.7%) 

Level flags = 0

Total triangle count: 116015
Writing d:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\gc_v2.bsp
18 minutes, 35 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "d:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\maps\gc_v2.bsp" "D:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\gc_v2.bsp"



As I suspected, vvis aborted early. Start with this:

There is probably an invalid brush somewhere.

Then, you need to look at your visleaf generation to find areas with unnecessary visleafs, and use func_detail entities appropriately to fix it.

Im not sure but from the screenshot (and the failed vvis) it look like you made a giant hollowed skybox around your whole map.

If you did, that’s bad. You gotta close each part of your map with sky brush not make a giant brush.