Skybox flipping, graph out of date?

Guys, I’m in need of some help here.
I get the error message when I launch my map in GMOD “Node graph out of date.”
And my Skybox does some crazy things, just like some of the skybox it looks like there’s no skybox at all.

  • How could I fix this? Please help. Thanks!

Compile log please? Also, check for leaks.

[editline]06:59PM[/editline]

Just put the compile log into here, it’ll likely explain the problem. http://www.interlopers.net/errors/

I get the node graph problem, but its nothing to worry about, the game is just building the paths for the A.I.

Care to post a screen shot of the sky?

Whenever you compile a new version of the map, it recognizes that your map has changed, and automatically updates the old “outdated” AI Node graph, in case it changed between compiles. If you play a map more than once without recompiling, you will notice that after the first time, you won’t see that message. It will go away when you release it.

Are you applying the tools/toolsskybox texture then choosing your skybox in Map -> Map Properties or just applying the left, right, front, back, up, and down skybox textures to a box surrounding your map?

For the skybox, you should have indicate a wrong skybox name, then it’s like a leak.
And for the node graph, it’s the .nav of the bot. Or the node entity. :3

The compile log:

** Executing…
** Command: “c:\program files\steam\steamapps\danair62\sourcesdk\bin\ep1\bin\vbsp.exe”
** Parameters: -game “c:\program files\steam\steamapps\danair62\counter-strike source\cstrike” “C:\Users\Nicklas Reinhardt\Desktop\RP_Downtown_Christmas”

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files\steam\steamapps\danair62\counter-strike source\cstrike\materials
Loading C:\Users\Nicklas Reinhardt\Desktop\RP_Downtown_Christmas.vmf
fixing up env_cubemap materials on brush sides…
ProcessBlock_Thread: 0…1…2…3…4…5…6…7…8…9…10 (0)
WARNING: node without a volume
**** leaked ****
Entity prop_static (-456.34 -909.53 -228.22) leaked!

FindPortalSide: Couldn’t find a good match for which brush to assign to a portal near (3120.0, 2048.0, -532.5)
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 (3632.0, 2048.0, -532.5)
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 (3120.0, 2048.0, 867.5)
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 (3632.0, 2048.0, 867.5)
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 (3584.0, 3072.0, 664.0)
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 (4096.0, 2560.0, 664.0)
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 (2048.0, 2560.0, 664.0)
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 (2560.0, 2048.0, 664.0)
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:

*** Suppressing further FindPortalSide errors… ***
Processing areas…done (0)
Building Faces…done (1)
Chop Details…done (0)
Find Visible Detail Sides…
Merged 598 detail faces…done (0)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (2)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/assault*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable “$hdrbasetexture” for material “skybox/assaultrt”
Can’t load skybox file skybox/assault 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) (1174818 bytes)
Static prop models/props_interiors/Lights_Florescent01a.mdl outside the map (-456.34, -909.53, -228.22)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 5037 texinfos to 3574
Reduced 569 texdatas to 510 (27525 bytes to 25756)
Writing C:\Users\Nicklas Reinhardt\Desktop\RP_Downtown_Christmas.bsp
13 seconds elapsed

** Executing…
** Command: “c:\program files\steam\steamapps\danair62\sourcesdk\bin\ep1\bin\vvis.exe”
** Parameters: -game “c:\program files\steam\steamapps\danair62\counter-strike source\cstrike” -fast “C:\Users\Nicklas Reinhardt\Desktop\RP_Downtown_Christmas”

Valve Software - vvis.exe (Nov 8 2007)
fastvis = true
2 threads
reading c:\users
icklas reinhardt\desktop\RP_Downtown_Christmas.bsp
reading c:\users
icklas reinhardt\desktop\RP_Downtown_Christmas.prt
LoadPortals: couldn’t read c:\users
icklas reinhardt\desktop\RP_Downtown_Christmas.prt

** Executing…
** Command: “c:\program files\steam\steamapps\danair62\sourcesdk\bin\ep1\bin\vrad.exe”
** Parameters: -game “c:\program files\steam\steamapps\danair62\counter-strike source\cstrike” -noextra “C:\Users\Nicklas Reinhardt\Desktop\RP_Downtown_Christmas”

Valve Software - vrad.exe SSE (Nov 8 2007)
----- Radiosity Simulator ----
2 threads
[Reading texlights from ‘lights.rad’]
[1 texlights parsed from ‘lights.rad’]

Loading c:\users
icklas reinhardt\desktop\RP_Downtown_Christmas.bsp
No vis information, direct lighting only.
11635 faces
1120569 square feet [161361984.00 square inches]
2 displacements
6271 square feet [903045.63 square inches]
265 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (156)
Build Patch/Sample Hash Table(s)…Done<0.0650 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.
ComputePerLeafAmbientLighting: 0…1…2…3…4…5…6…7…8…9…10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 172/1024 8256/49152 (16.8%)
brushes 3195/8192 38340/98304 (39.0%)
brushsides 21930/65536 175440/524288 (33.5%)
planes 7794/65536 155880/1310720 (11.9%)
vertexes 20365/65536 244380/786432 (31.1%)
nodes 6484/65536 207488/2097152 ( 9.9%)
texinfos 3574/12288 257328/884736 (29.1%)
texdata 510/2048 16320/65536 (24.9%)
dispinfos 2/0 352/0 ( 0.0%)
disp_verts 106/0 2120/0 ( 0.0%)
disp_tris 160/0 320/0 ( 0.0%)
disp_lmsamples 15812/0 15812/0 ( 0.0%)
faces 11635/65536 651560/3670016 (17.8%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 8317/65536 465752/3670016 (12.7%)
leaves 6657/65536 213024/2097152 (10.2%)
leaffaces 14009/65536 28018/131072 (21.4%)
leafbrushes 5126/65536 10252/131072 ( 7.8%)
areas 3/256 24/2048 ( 1.2%)
surfedges 91091/512000 364364/2048000 (17.8%)
edges 58375/256000 233500/1024000 (22.8%)
LDR worldlights 265/8192 23320/720896 ( 3.2%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 1687/32768 16870/327680 ( 5.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 33210/65536 66420/131072 (50.7%)
cubemapsamples 109/1024 1744/16384 (10.6%)
overlays 51/512 17952/180224 (10.0%)
LDR lightdata [variable] 5520768/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 287057/393216 (73.0%)
LDR leaf ambient 6657/65536 159768/1572864 (10.2%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
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] 1/32672 ( 0.0%)
pakfile [variable] 697291/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 1174818/4194304 (28.0%)
==== Total Win32 BSP file data space used: 11054540 bytes ====

Total triangle count: 34678
Writing c:\users
icklas reinhardt\desktop\RP_Downtown_Christmas.bsp
2 minutes, 43 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Users\Nicklas Reinhardt\Desktop\RP_Downtown_Christmas.bsp” “c:\program files\steam\steamapps\danair62\counter-strike source\cstrike\maps\RP_Downtown_Christmas.bsp”

[editline]02:03PM[/editline]

I noticed this in the compile.
“No such variable “$hdrbasetexture” for material “skybox/assaultrt”
Can’t load skybox file skybox/assault to build the default cubemap!”

  • So I tried with another skybox, but it’s still the same.
    Please help!

[editline]02:07PM[/editline]

Edit again:

  • It’s made with css engine, in css there’s no problems with it. But there’s in GMOD.

Yeah, that’s a leak. It basically means light is escaping through a hole in your level to the empty void outside it.

Go in Hammer to Map>Load Pointfile. A red line should appear on your map. It will exit the level area through your leak. When you’ve found it, you can fix it.

Also that last thing you noticed isn’t important. It’s just the game working out reflections/lighting and such. Things that appear in the compiler like this require your attention, like the leak.

I’ve loaded the default pointfile now, but nothing seems to appear anywhere. I get no message after I load it, and I can’t seem to find any red line… Got any idea to help out mate?

Zoom out in your Hammer viewports. It’s a thin red line, but you should be able to see it better if you can see more of your map.

Failing that, post a screenie of your map in all three 2d viewports and I’ll see if I can find it.