Skybox help!

Can anyone help me fix this problem? My 3D skybox is giving me problems.

Compile log



** Executing...
** Command: "c:\program files\steam\steamapps\schollister\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\schollister\portal\portal" "C:\Program Files\Steam\steamapps\schollister\sourcesdk_content\portal\mapsrc\PVPgrasstest.vmf"

Valve Software - vbsp.exe (Jul  7 2010)
2 threads
materialPath: c:\program files\steam\steamapps\schollister\portal\portal\materials
Loading C:\Program Files\Steam\steamapps\schollister\sourcesdk_content\portal\mapsrc\PVPgrasstest.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files\steam\steamapps\schollister\portal\portal\gameinfo.txt
Patching WVT material: maps/pvpgrasstest/custom/thegrass/grass02_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity prop_static (116.00 116.00 4.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 262 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
NODRAW on terrain surface!
done (2)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day03_06*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day03_06*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (625521 bytes)
KeyValues Error: RecursiveLoadFromBuffer:  got } in key in file nikl/mushroom.mdl
mdlkeyvalue, 
KeyValues Error: LoadFromBuffer: missing { in file nikl/mushroom.mdl
(*mdlkeyvalue*), 
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 1296 texinfos to 807
Reduced 25 texdatas to 22 (670 bytes to 522)
Writing C:\Program Files\Steam\steamapps\schollister\sourcesdk_content\portal\mapsrc\PVPgrasstest.bsp
4 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\schollister\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\schollister\portal\portal" "C:\Program Files\Steam\steamapps\schollister\sourcesdk_content\portal\mapsrc\PVPgrasstest"

Valve Software - vvis.exe (Jul  7 2010)
2 threads
reading c:\program files\steam\steamapps\schollister\sourcesdk_content\portal\mapsrc\PVPgrasstest.bsp
reading c:\program files\steam\steamapps\schollister\sourcesdk_content\portal\mapsrc\PVPgrasstest.prt
LoadPortals: couldn't read c:\program files\steam\steamapps\schollister\sourcesdk_content\portal\mapsrc\PVPgrasstest.prt


** Executing...
** Command: "c:\program files\steam\steamapps\schollister\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters:  -game "c:\program files\steam\steamapps\schollister\portal\portal" "C:\Program Files\Steam\steamapps\schollister\sourcesdk_content\portal\mapsrc\PVPgrasstest"

Valve Software - vrad.exe SSE (Jul  7 2010)

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

Loading c:\program files\steam\steamapps\schollister\sourcesdk_content\portal\mapsrc\PVPgrasstest.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (3.75 seconds)
11289 faces
6 degenerate faces
1001808 square feet [144260432.00 square inches]
286 Displacements
96090 Square Feet [13837041.00 Square Inches]
sun extent from map=0.000000
6 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (11)
Build Patch/Sample Hash Table(s).....Done<0.0248 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (14)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (25)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   1/1024           48/49152    ( 0.1%) 
brushes               1818/8192        21816/98304    (22.2%) 
brushsides           12003/65536       96024/524288   (18.3%) 
planes                3500/65536       70000/1310720  ( 5.3%) 
vertexes             15472/65536      185664/786432   (23.6%) 
nodes                 5146/65536      164672/2097152  ( 7.9%) 
texinfos               807/12288       58104/884736   ( 6.6%) 
texdata                 22/2048          704/65536    ( 1.1%) 
dispinfos              286/0           50336/0        ( 0.0%) 
disp_verts           12790/0          255800/0        ( 0.0%) 
disp_tris            18848/0           37696/0        ( 0.0%) 
disp_lmsamples      198433/0          198433/0        ( 0.0%) 
faces                11289/65536      632184/3670016  (17.2%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces             5623/65536      314888/3670016  ( 8.6%) 
leaves                5148/65536      164736/2097152  ( 7.9%) 
leaffaces            12346/65536       24692/131072   (18.8%) 
leafbrushes           3943/65536        7886/131072   ( 6.0%) 
areas                    3/256            24/2048     ( 1.2%) 
surfedges            78581/512000     314324/2048000  (15.3%) 
edges                43532/256000     174128/1024000  (17.0%) 
LDR worldlights          6/8192          528/720896   ( 0.1%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            1/32768          12/393216   ( 0.0%) 
waterstrips           1209/32768       12090/327680   ( 3.7%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices         32997/65536       65994/131072   (50.3%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]     1008364/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]           0/16777216 ( 0.0%) 
entdata               [variable]       19626/393216   ( 5.0%) 
LDR ambient table     5148/65536       20592/262144   ( 7.9%) 
HDR ambient table     5148/65536       20592/262144   ( 7.9%) 
LDR leaf ambient     10617/65536      297276/1835008  (16.2%) 
HDR leaf ambient      5148/65536      144144/1835008  ( 7.9%) 
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]           1/72244    ( 0.0%) 
dtl prp lght          [variable]           1/4        (25.0%) 
HDR dtl prp lght      [variable]           1/4        (25.0%) 
static props          [variable]           1/1550     ( 0.1%) 
pakfile               [variable]      174799/0        ( 0.0%) 
physics               [variable]      625521/4194304  (14.9%) 
physics terrain       [variable]       72425/1048576  ( 6.9%) 

Level flags = 0

Total triangle count: 33527
Writing c:\program files\steam\steamapps\schollister\sourcesdk_content\portal\mapsrc\PVPgrasstest.bsp
55 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\schollister\sourcesdk_content\portal\mapsrc\PVPgrasstest.bsp" "c:\program files\steam\steamapps\schollister\portal\portal\maps\PVPgrasstest.bsp"


^ I fixed this leak.

You can’t have nodraw on a displacement. And are you sure there aren’t any other leaks?

Also,

There is something wrong with some texture, if it’s the skybox texture it is almost certainly the problem. I can’t tell you how to fix it, sorry.

Both the nodraw and the mushroom model error cannot cause this.
You can have nodraw on a displacement, but it serves no cause and that face should just be deleted instead.
The mushroom model also have a problem, but you should ask in the model section about that.

For the skybox, are you sure you don’t have another leak? Because many people think fixing a leak can be done by deleting the leaked item.

Thanks so much. Actually, I made a temporary fix and made a bottom nodraw under the displacements to seal it up. That worked like a charm!

that is actually a perfectly working fix.

So it won’t harm anything?

It actually is the most recommended thing to do when you need to fix leaks or seal displacements.