Portal 2 Skybox ug?

http://dl.dropbox.com/u/32409323/Images/portal2%202011-11-24%2015-18-35-27.png

The one I’m using is “sky_l4d_c4m1_hdr”.

I have no leaks, so I don’t no what’s going one. I heard something about Portal 2 not using “UnlitGeneric” or something.



Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (52145 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 208 texinfos to 125
Reduced 16 texdatas to 16 (431 bytes to 431)
Writing D:\Games\Steam\steamapps\common\portal 2\sdk_content\maps\map_test.bsp
0 seconds elapsed

-------------------------------------------------------------------------------
Running command: cd "d:\games\steam\steamapps\common\portal 2\bin"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command: "d:\games\steam\steamapps\common\portal 2\bin\vvis.exe" -game "
d:\games\steam\steamapps\common\portal 2\portal2" "D:\Games\Steam\steamapps\comm
on\portal 2\sdk_content\maps\map_test"
-------------------------------------------------------------------------------

Valve Software - vvis.exe (Sep 30 2011)
4 threads
reading d:\games\steam\steamapps\common\portal 2\sdk_content\maps\map_test.bsp
reading d:\games\steam\steamapps\common\portal 2\sdk_content\maps\map_test.prt
 164 portalclusters
 448 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: 22 visible clusters (0.00%)
Total clusters visible: 12928
Average clusters visible: 78
Building PAS...
Average clusters audible: 161
visdatasize:8476  compressed from 7872
writing d:\games\steam\steamapps\common\portal 2\sdk_content\maps\map_test.bsp
0 seconds elapsed

-------------------------------------------------------------------------------
Running command: cd "d:\games\steam\steamapps\common\portal 2\bin"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command: "d:\games\steam\steamapps\common\portal 2\bin\vrad.exe" -both -
game "d:\games\steam\steamapps\common\portal 2\portal2" "D:\Games\Steam\steamapp
s\common\portal 2\sdk_content\maps\map_test"
-------------------------------------------------------------------------------

Valve Software - vrad.exe SSE (Sep 30 2011)

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

Loading d:\games\steam\steamapps\common\portal 2\sdk_content\maps\map_test.bsp
Setting up ray-trace acceleration structure... Done (0.04 seconds)
413 faces
104597 square feet [15061984.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
413 patches before subdivision
5527 patches after subdivision
sun extent from map=0.000000
16 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 (1)
transfers 630932, max 411
transfer lists:   4.8 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #1 added RGB(8281, 10749, 12317)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #2 added RGB(4205, 5489, 6307)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #3 added RGB(2246, 2947, 3392)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #4 added RGB(1219, 1608, 1855)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #5 added RGB(668, 886, 1024)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #6 added RGB(368, 491, 569)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #7 added RGB(204, 274, 318)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #8 added RGB(114, 154, 179)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #9 added RGB(64, 86, 101)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #10 added RGB(36, 49, 57)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #11 added RGB(20, 28, 33)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #12 added RGB(11, 16, 19)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #13 added RGB(6, 9, 11)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #14 added RGB(4, 5, 6)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #15 added RGB(2, 3, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #16 added RGB(1, 2, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #17 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #18 added RGB(0, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0015 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
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 (1)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                   1/1024           48/49152    ( 0.1%)
brushes                164/8192         1968/98304    ( 2.0%)
brushsides            1054/65536        8432/524288   ( 1.6%)
planes                 196/65536        3920/1310720  ( 0.3%)
vertexes               773/65536        9276/786432   ( 1.2%)
nodes                  367/65536       11744/2097152  ( 0.6%)
texinfos               125/12288        9000/884736   ( 1.0%)
texdata                 16/2048          512/65536    ( 0.8%)
dispinfos                0/0               0/0        ( 0.0%)
disp_verts               0/0               0/0        ( 0.0%)
disp_tris                0/0               0/0        ( 0.0%)
disp_multiblend          0/0               0/0        ( 0.0%)
disp_lmsamples           0/0               0/0        ( 0.0%)
faces                  413/65536       23128/3670016  ( 0.6%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces              276/65536       15456/3670016  ( 0.4%)
facebrushes              0/0               0/0        ( 0.0%)
facebrushlists         413/0            1652/0        ( 0.0%)
leaves                 369/65536       11808/2097152  ( 0.6%)
leaffaces              460/65536         920/131072   ( 0.7%)
leafbrushes            326/65536         652/131072   ( 0.5%)
areas                    2/256            16/2048     ( 0.8%)
surfedges             2872/512000      11488/2048000  ( 0.6%)
edges                 1893/256000       7572/1024000  ( 0.7%)
LDR worldlights         16/8192         1600/819200   ( 0.2%)
HDR worldlights          0/8192            0/819200   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips             20/32768         200/327680   ( 0.1%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices           282/65536         564/131072   ( 0.4%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]      320696/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]        8476/16777216 ( 0.1%)
entdata               [variable]        5922/393216   ( 1.5%)
LDR ambient table      369/65536        1476/262144   ( 0.6%)
HDR ambient table      369/65536        1476/262144   ( 0.6%)
LDR leaf ambient      1109/65536       31052/1835008  ( 1.7%)
HDR leaf ambient       369/65536       10332/1835008  ( 0.6%)
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]           1/1668     ( 0.1%)
pakfile               [variable]       74430/0        ( 0.0%)
physics               [variable]       52145/4194304  ( 1.2%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 1014
Writing d:\games\steam\steamapps\common\portal 2\sdk_content\maps\map_test.bsp
3 seconds elapsed
Valve Software - vrad.exe SSE (Sep 30 2011)

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

Loading d:\games\steam\steamapps\common\portal 2\sdk_content\maps\map_test.bsp
Setting up ray-trace acceleration structure... Done (0.04 seconds)
413 faces
104597 square feet [15061984.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
413 patches before subdivision
5527 patches after subdivision
sun extent from map=0.000000
16 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 (1)
transfers 630932, max 411
transfer lists:   4.8 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #1 added RGB(8281, 10749, 12316)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #2 added RGB(4205, 5488, 6307)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #3 added RGB(2246, 2947, 3392)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #4 added RGB(1219, 1608, 1855)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #5 added RGB(668, 886, 1024)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #6 added RGB(368, 491, 569)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #7 added RGB(204, 274, 318)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #8 added RGB(114, 154, 179)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #9 added RGB(64, 86, 101)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #10 added RGB(36, 49, 57)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #11 added RGB(20, 28, 33)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #12 added RGB(11, 16, 19)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #13 added RGB(6, 9, 11)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #14 added RGB(4, 5, 6)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #15 added RGB(2, 3, 4)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #16 added RGB(1, 2, 2)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #17 added RGB(1, 1, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #18 added RGB(0, 1, 1)
Build Patch/Sample Hash Table(s).....Done<0.0015 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 (0)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                   1/1024           48/49152    ( 0.1%)
brushes                164/8192         1968/98304    ( 2.0%)
brushsides            1054/65536        8432/524288   ( 1.6%)
planes                 196/65536        3920/1310720  ( 0.3%)
vertexes               773/65536        9276/786432   ( 1.2%)
nodes                  367/65536       11744/2097152  ( 0.6%)
texinfos               125/12288        9000/884736   ( 1.0%)
texdata                 16/2048          512/65536    ( 0.8%)
dispinfos                0/0               0/0        ( 0.0%)
disp_verts               0/0               0/0        ( 0.0%)
disp_tris                0/0               0/0        ( 0.0%)
disp_multiblend          0/0               0/0        ( 0.0%)
disp_lmsamples           0/0               0/0        ( 0.0%)
faces                  413/65536       23128/3670016  ( 0.6%)
hdr faces              413/65536       23128/3670016  ( 0.6%)
origfaces              276/65536       15456/3670016  ( 0.4%)
facebrushes              0/0               0/0        ( 0.0%)
facebrushlists         413/0            1652/0        ( 0.0%)
leaves                 369/65536       11808/2097152  ( 0.6%)
leaffaces              460/65536         920/131072   ( 0.7%)
leafbrushes            326/65536         652/131072   ( 0.5%)
areas                    2/256            16/2048     ( 0.8%)
surfedges             2872/512000      11488/2048000  ( 0.6%)
edges                 1893/256000       7572/1024000  ( 0.7%)
LDR worldlights         16/8192         1600/819200   ( 0.2%)
HDR worldlights         16/8192         1600/819200   ( 0.2%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips             20/32768         200/327680   ( 0.1%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices           282/65536         564/131072   ( 0.4%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]      320696/0        ( 0.0%)
HDR lightdata         [variable]      320696/0        ( 0.0%)
visdata               [variable]        8476/16777216 ( 0.1%)
entdata               [variable]        5922/393216   ( 1.5%)
LDR ambient table      369/65536        1476/262144   ( 0.6%)
HDR ambient table      369/65536        1476/262144   ( 0.6%)
LDR leaf ambient      1109/65536       31052/1835008  ( 1.7%)
HDR leaf ambient      1109/65536       31052/1835008  ( 1.7%)
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]           1/1668     ( 0.1%)
pakfile               [variable]       74430/0        ( 0.0%)
physics               [variable]       52145/4194304  ( 1.2%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 1014
Writing d:\games\steam\steamapps\common\portal 2\sdk_content\maps\map_test.bsp
3 seconds elapsed

-------------------------------------------------------------------------------
Running command: copy "D:\Games\Steam\steamapps\common\portal 2\sdk_content\maps
\map_test.bsp" "d:\games\steam\steamapps\common\portal 2\portal2\maps\map_test.b
sp"
-------------------------------------------------------------------------------

Finished. Press a key to close.


This can go in the question thread next time.

Open the vmt for each side and change its shader to Unlitgeneric

Okay, thank you.