Skybox Issue

in my left 4 dead 2 map when i kill a zombie the skybox leaves for like 1 second then comes back, can anybody help me solve this problem?

Post the compile log.


-------------------------------------------------------------------------------
Running command: cd "c:\program files\steam\steamapps\common\left 4 dead 2\bin"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command: "c:\program files\steam\steamapps\common\left 4 dead 2\bin\vbsp
.exe" -game "c:\program files\steam\steamapps\common\left 4 dead 2\left4dead2" "
C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\Zombiel
and"
-------------------------------------------------------------------------------

Valve Software - vbsp.exe (Jan  7 2010)
2 threads
materialPath: c:\program files\steam\steamapps\common\left 4 dead 2\left4dead2\m
aterials
Loading C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc
\Zombieland.vmf
Patching WVT material: maps/zombieland/nature/blend_milltowngrass01wet_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)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal
 near (1746.1 8192.0 72.0)
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 C
ONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENT
S_SOLID
Candidate brush IDs: Brush 716:

Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
done (0)
writing C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc
\Zombieland.prt...Building visibility clusters...
done (0)
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) (40879 bytes)
Cannot build Physics2 data
                                                             -----------
DataLinker total stream size                                     0.0 KiB
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 69 texinfos to 43
Reduced 13 texdatas to 12 (329 bytes to 307)
Writing C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc
\Zombieland.bsp
15 seconds elapsed

-------------------------------------------------------------------------------
Running command: cd "c:\program files\steam\steamapps\common\left 4 dead 2\bin"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command: "c:\program files\steam\steamapps\common\left 4 dead 2\bin\vvis
.exe" -game "c:\program files\steam\steamapps\common\left 4 dead 2\left4dead2" -
fast "C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\Z
ombieland"
-------------------------------------------------------------------------------

Valve Software - vvis.exe (Nov 10 2009)
fastvis = true
2 threads
reading c:\program files\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc
\Zombieland.bsp
max farz in all env_fog_controller entities: 4500.000000 (used for radial vis)
reading c:\program files\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc
\Zombieland.prt
 686 portalclusters
1933 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (43)
Optimized: 4228 visible clusters (0.00%)
Total clusters visible: 194758
Average clusters visible: 283
Building PAS...
Average clusters audible: 604
visdatasize:100091  compressed from 120736
writing c:\program files\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc
\Zombieland.bsp
43 seconds elapsed

-------------------------------------------------------------------------------
Running command: cd "c:\program files\steam\steamapps\common\left 4 dead 2\bin"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command: "c:\program files\steam\steamapps\common\left 4 dead 2\bin\vrad
.exe"  -game "c:\program files\steam\steamapps\common\left 4 dead 2\left4dead2"
"C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\Zombie
land"
-------------------------------------------------------------------------------

Valve Software - vrad.exe SSE (Nov 10 2009)

      Valve Radiosity Simulator
2 threads
***VPK: FastFindFile Attempting to use full path with VPK file!
        File: c:\program files\steam\steamapps\common\left 4 dead 2\sdk_content\
mapsrc\Zombieland.rad
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc
\Zombieland.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure... Done (16.40 seconds)
1525 faces
4408305 square feet [634795968.00 square inches]
36 Displacements
665393 Square Feet [95816720.00 Square Inches]
1525 patches before subdivision
16675 patches after subdivision
sun extent from map=0.000000
3 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (12)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (9)
transfers 280800, max 446
transfer lists:   2.1 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #1 added RGB(3312, 1736, 884)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #2 added RGB(87, 40, 17)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #3 added RGB(3, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #4 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0065 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (4)
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 (15)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                   1/1024           48/49152    ( 0.1%)
brushes                107/8192         1284/98304    ( 1.3%)
brushsides             848/65536        6784/524288   ( 1.3%)
planes                 978/65536       19560/1310720  ( 1.5%)
vertexes              2344/65536       28128/786432   ( 3.6%)
nodes                 1510/65536       48320/2097152  ( 2.3%)
texinfos                43/12288        3096/884736   ( 0.3%)
texdata                 12/2048          384/65536    ( 0.6%)
dispinfos               36/0            6336/0        ( 0.0%)
disp_verts            8820/0          176400/0        ( 0.0%)
disp_tris            15552/0           31104/0        ( 0.0%)
disp_lmsamples       67883/0           67883/0        ( 0.0%)
faces                 1525/65536       85400/3670016  ( 2.3%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces              248/65536       13888/3670016  ( 0.4%)
leaves                1512/65536       48384/2097152  ( 2.3%)
leaffaces             1664/65536        3328/131072   ( 2.5%)
leafbrushes           1229/65536        2458/131072   ( 1.9%)
areas                    2/256            16/2048     ( 0.8%)
surfedges             7690/512000      30760/2048000  ( 1.5%)
edges                 4242/256000      16968/1024000  ( 1.7%)
LDR worldlights          3/8192          300/819200   ( 0.0%)
HDR worldlights          0/8192            0/819200   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips             97/32768         970/327680   ( 0.3%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices          1392/65536        2784/131072   ( 2.1%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 1/512           352/180224   ( 0.2%)
LDR lightdata         [variable]     1336272/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]      100091/16777216 ( 0.6%)
entdata               [variable]        5831/393216   ( 1.5%)
LDR ambient table     1512/65536        6048/262144   ( 2.3%)
HDR ambient table     1512/65536        6048/262144   ( 2.3%)
LDR leaf ambient      6586/65536      184408/1835008  (10.0%)
HDR leaf ambient      1512/65536       42336/1835008  ( 2.3%)
occluders                0/0               0/0        ( 0.0%)
occluder polygons        0/0               0/0        ( 0.0%)
occluder vert ind        0/0               0/0        ( 0.0%)
Prop Hull Verts          0/0               0/0        ( 0.0%)
Prop Hull Blob           0/0               0/0        ( 0.0%)
Prop Hull Lists          0/0               0/0        ( 0.0%)
Prop Hulls               0/0               0/0        ( 0.0%)
Prop Hull trilist        0/0               0/0        ( 0.0%)
detail props          [variable]           1/123780   ( 0.0%)
dtl prp lght          [variable]           1/4        (25.0%)
HDR dtl prp lght      [variable]           1/4        (25.0%)
static props          [variable]           1/31164    ( 0.0%)
pakfile               [variable]       87288/0        ( 0.0%)
physics               [variable]       40879/4194304  ( 1.0%)
physics terrain       [variable]        7282/1048576  ( 0.7%)

Level flags = 0

Total triangle count: 3629
Writing c:\program files\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc
\Zombieland.bsp
59 seconds elapsed

-------------------------------------------------------------------------------
Running command: copy "C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk
_content\mapsrc\Zombieland.bsp" "c:\program files\steam\steamapps\common\left 4
dead 2\left4dead2\maps\Zombieland.bsp"
-------------------------------------------------------------------------------

Finished. Press a key to close.


-----------------------------------------------------------



i know its not that patch radius clamped thing cause i was getting this error before that.


-------------------------------------------------------------------------------
Running command: cd "c:\program files\steam\steamapps\common\left 4 dead 2\bin"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command: "c:\program files\steam\steamapps\common\left 4 dead 2\bin\vbsp
.exe" -game "c:\program files\steam\steamapps\common\left 4 dead 2\left4dead2" "
C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\Zombiel
and"
-------------------------------------------------------------------------------

Valve Software - vbsp.exe (Jan  7 2010)
2 threads
materialPath: c:\program files\steam\steamapps\common\left 4 dead 2\left4dead2\m
aterials
Loading C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc
\Zombieland.vmf
Patching WVT material: maps/zombieland/nature/blend_milltowngrass01wet_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)

FindPortalSide: Couldn't find a good match for which brush to assign to a portal
 near (1746.1 8192.0 72.0)
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 C
ONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENT
S_SOLID
Candidate brush IDs: Brush 716:

Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
NODRAW on terrain surface!
done (0)
writing C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc
\Zombieland.prt...Building visibility clusters...
done (0)
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) (40879 bytes)
Cannot build Physics2 data
                                                             -----------
DataLinker total stream size                                     0.0 KiB
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 69 texinfos to 43
Reduced 13 texdatas to 12 (329 bytes to 307)
Writing C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc
\Zombieland.bsp
15 seconds elapsed

-------------------------------------------------------------------------------
Running command: cd "c:\program files\steam\steamapps\common\left 4 dead 2\bin"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command: "c:\program files\steam\steamapps\common\left 4 dead 2\bin\vvis
.exe" -game "c:\program files\steam\steamapps\common\left 4 dead 2\left4dead2" -
fast "C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\Z
ombieland"
-------------------------------------------------------------------------------

Valve Software - vvis.exe (Nov 10 2009)
fastvis = true
2 threads
reading c:\program files\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc
\Zombieland.bsp
max farz in all env_fog_controller entities: 4500.000000 (used for radial vis)
reading c:\program files\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc
\Zombieland.prt
 686 portalclusters
1933 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (43)
Optimized: 4228 visible clusters (0.00%)
Total clusters visible: 194758
Average clusters visible: 283
Building PAS...
Average clusters audible: 604
visdatasize:100091  compressed from 120736
writing c:\program files\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc
\Zombieland.bsp
43 seconds elapsed

-------------------------------------------------------------------------------
Running command: cd "c:\program files\steam\steamapps\common\left 4 dead 2\bin"
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Running command: "c:\program files\steam\steamapps\common\left 4 dead 2\bin\vrad
.exe"  -game "c:\program files\steam\steamapps\common\left 4 dead 2\left4dead2"
"C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc\Zombie
land"
-------------------------------------------------------------------------------

Valve Software - vrad.exe SSE (Nov 10 2009)

      Valve Radiosity Simulator
2 threads
***VPK: FastFindFile Attempting to use full path with VPK file!
        File: c:\program files\steam\steamapps\common\left 4 dead 2\sdk_content\
mapsrc\Zombieland.rad
[Reading texlights from 'lights.rad']
[2 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc
\Zombieland.bsp
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Patch Sample Radius Clamped!
Setting up ray-trace acceleration structure... Done (16.40 seconds)
1525 faces
4408305 square feet [634795968.00 square inches]
36 Displacements
665393 Square Feet [95816720.00 Square Inches]
1525 patches before subdivision
16675 patches after subdivision
sun extent from map=0.000000
3 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (12)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (9)
transfers 280800, max 446
transfer lists:   2.1 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #1 added RGB(3312, 1736, 884)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #2 added RGB(87, 40, 17)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #3 added RGB(3, 1, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
        Bounce #4 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0065 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (4)
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 (15)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                   1/1024           48/49152    ( 0.1%)
brushes                107/8192         1284/98304    ( 1.3%)
brushsides             848/65536        6784/524288   ( 1.3%)
planes                 978/65536       19560/1310720  ( 1.5%)
vertexes              2344/65536       28128/786432   ( 3.6%)
nodes                 1510/65536       48320/2097152  ( 2.3%)
texinfos                43/12288        3096/884736   ( 0.3%)
texdata                 12/2048          384/65536    ( 0.6%)
dispinfos               36/0            6336/0        ( 0.0%)
disp_verts            8820/0          176400/0        ( 0.0%)
disp_tris            15552/0           31104/0        ( 0.0%)
disp_lmsamples       67883/0           67883/0        ( 0.0%)
faces                 1525/65536       85400/3670016  ( 2.3%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces              248/65536       13888/3670016  ( 0.4%)
leaves                1512/65536       48384/2097152  ( 2.3%)
leaffaces             1664/65536        3328/131072   ( 2.5%)
leafbrushes           1229/65536        2458/131072   ( 1.9%)
areas                    2/256            16/2048     ( 0.8%)
surfedges             7690/512000      30760/2048000  ( 1.5%)
edges                 4242/256000      16968/1024000  ( 1.7%)
LDR worldlights          3/8192          300/819200   ( 0.0%)
HDR worldlights          0/8192            0/819200   ( 0.0%)
leafwaterdata            0/32768           0/393216   ( 0.0%)
waterstrips             97/32768         970/327680   ( 0.3%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices          1392/65536        2784/131072   ( 2.1%)
cubemapsamples           0/1024            0/16384    ( 0.0%)
overlays                 1/512           352/180224   ( 0.2%)
LDR lightdata         [variable]     1336272/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]      100091/16777216 ( 0.6%)
entdata               [variable]        5831/393216   ( 1.5%)
LDR ambient table     1512/65536        6048/262144   ( 2.3%)
HDR ambient table     1512/65536        6048/262144   ( 2.3%)
LDR leaf ambient      6586/65536      184408/1835008  (10.0%)
HDR leaf ambient      1512/65536       42336/1835008  ( 2.3%)
occluders                0/0               0/0        ( 0.0%)
occluder polygons        0/0               0/0        ( 0.0%)
occluder vert ind        0/0               0/0        ( 0.0%)
Prop Hull Verts          0/0               0/0        ( 0.0%)
Prop Hull Blob           0/0               0/0        ( 0.0%)
Prop Hull Lists          0/0               0/0        ( 0.0%)
Prop Hulls               0/0               0/0        ( 0.0%)
Prop Hull trilist        0/0               0/0        ( 0.0%)
detail props          [variable]           1/123780   ( 0.0%)
dtl prp lght          [variable]           1/4        (25.0%)
HDR dtl prp lght      [variable]           1/4        (25.0%)
static props          [variable]           1/31164    ( 0.0%)
pakfile               [variable]       87288/0        ( 0.0%)
physics               [variable]       40879/4194304  ( 1.0%)
physics terrain       [variable]        7282/1048576  ( 0.7%)

Level flags = 0

Total triangle count: 3629
Writing c:\program files\steam\steamapps\common\left 4 dead 2\sdk_content\mapsrc
\Zombieland.bsp
59 seconds elapsed

-------------------------------------------------------------------------------
Running command: copy "C:\Program Files\Steam\steamapps\common\left 4 dead 2\sdk
_content\mapsrc\Zombieland.bsp" "c:\program files\steam\steamapps\common\left 4
dead 2\left4dead2\maps\Zombieland.bsp"
-------------------------------------------------------------------------------

Finished. Press a key to close.


-----------------------------------------------------------


i know its not that patch radius clamped thing cause i was getting this error before that.

[noparse]




[/noparse] in the future, please.

Anyway, I’m not sure but I believe this may have something to do with it:

Sorry if that’s not it.

put it on normal and see if you get the bug.

what does that mean, and how do i fix it?

[editline]10:13PM[/editline]

Thank you so much it worked!