Can't load skybox file

Any aspects of level design for the Source engine.

Postby zombie@computer on Wed Apr 12, 2006 11:52 am

hmm, close, yes. ill rephrase

If you want to make your level with high dynamic range (HDR), you willl need a special HDR skybox. If your mod doesnt support HDR, or you simply are too lazy to make HDR in your map, you shouldn't try to make a HDR skybox. However, the tools will still complain you haven't specified a HDR skybox in your skybox texture. To stop that, simply make the game think you have a HDR skybox by telling it your NORMAL skybox texture is your HDR skybox texture. If you dont have HDR that wont matter, and the tools wont complain
When you are up to your neck in shit, keep your head up high
zombie@computer
Forum Goer Elite™
Forum Goer Elite™
 
Joined: Fri Dec 31, 2004 5:58 pm
Location: Lent, Netherlands

Postby Grantax on Wed Apr 12, 2006 1:16 pm

Ok, thx...
Grantax
Sir Post-a-lot
Sir Post-a-lot
 
Joined: Tue Mar 14, 2006 1:33 pm
Location: Norway

Postby jaegrass on Wed Apr 12, 2006 1:17 pm

Thx Zombie. Very well said.

Grantax, is it becoming clear yet or are you still having trouble with the whole, extracting .vmt files from the .gdf and adding a line to them then dropping the updated files into the right folder, bit?

The problem I have is never getting the error to go away from the Hammer compile although the skyboxes work fine when the game loads. I think it's all a Hammer issue due to it being coded to think there has to be hdr even though the HL2 and HL2DM maps don't support it. Again, please correct me if I am wrong Zombie. I am still new to all this as well but your advice is helping tons. :)

-Q-
Whoa! WHOA!!!! Stupid dragon...
jaegrass
Member
Member
 
Joined: Sat Apr 01, 2006 1:04 am

Postby Grantax on Wed Apr 12, 2006 1:51 pm

First of all, it's .GCF files :-D

I'll do a compile now and see if it worked..

Edit: Yep.. It worked =D
Grantax
Sir Post-a-lot
Sir Post-a-lot
 
Joined: Tue Mar 14, 2006 1:33 pm
Location: Norway

Postby jaegrass on Wed Apr 12, 2006 5:40 pm

Sorry about that, typos abound with me. :) What worked though? Did the error go away or did the skybox work or both?
Whoa! WHOA!!!! Stupid dragon...
jaegrass
Member
Member
 
Joined: Sat Apr 01, 2006 1:04 am

Postby jaegrass on Wed Apr 12, 2006 6:10 pm

Ok, I just tried it again and still I get the can't load skybox error. So far I have 2 sets of .vmt skybox files in the mymod\materials\skybox folder. One set is named sky_day01_01bk.vmt (with different directionals) and the other set is named sky_day01_01_hdrbk.vmt. I added the line "$hdrbasetexture" "skybox/sky_day01_01_hdrbk" to each one just as Zombie described. I am missing something but can't put my finger on it. If anyone cares to look here is my compile readout: Thanks.


** Executing...
** Command: "c:\program files\valve\steam\steamapps\jaegrass\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\jaegrass\half-life 2\hl2" "C:\Program Files\Valve\Steam\SteamApps\SourceMods\Freturns\Maps\Test2"

Valve Software - vbsp.exe (Jan 2 2006)
1 threads
materialPath: c:\program files\valve\steam\steamapps\jaegrass\half-life 2\hl2\materials
Loading C:\Program Files\Valve\Steam\SteamApps\SourceMods\Freturns\Maps\Test2.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity point_teleport (690.00 -838.00 -203.00) leaked!
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

Can't load skybox file skybox/sky_day01_01 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 (0) (19119 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (19119 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 151 texinfos to 98
Reduced 21 texdatas to 19 (652 bytes to 497)
Writing C:\Program Files\Valve\Steam\SteamApps\SourceMods\Freturns\Maps\Test2.bsp
7 seconds elapsed
Memory leak: mempool blocks left in memory: 1

** Executing...
** Command: "c:\program files\valve\steam\steamapps\jaegrass\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\jaegrass\half-life 2\hl2" "C:\Program Files\Valve\Steam\SteamApps\SourceMods\Freturns\Maps\Test2"

Valve Software - vvis.exe (Jan 2 2006)
1 threads
reading c:\program files\valve\steam\steamapps\sourcemods\freturns\maps\Test2.bsp
reading c:\program files\valve\steam\steamapps\sourcemods\freturns\maps\Test2.prt
LoadPortals: couldn't read c:\program files\valve\steam\steamapps\sourcemods\freturns\maps\Test2.prt


** Executing...
** Command: "c:\program files\valve\steam\steamapps\jaegrass\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\jaegrass\half-life 2\hl2" "C:\Program Files\Valve\Steam\SteamApps\SourceMods\Freturns\Maps\Test2"

Valve Software - vrad.exe SSE (Jan 16 2006)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\valve\steam\steamapps\sourcemods\freturns\maps\Test2.bsp
No vis information, direct lighting only.
308 faces
185929 square feet [26773910.00 square inches]
0 displacements
0 square feet [0.00 square inches]
3 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (25)
Build Patch/Sample Hash Table(s).....Done<0.0112 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 3/1024 144/49152 ( 0.3%)
brushes 48/8192 576/98304 ( 0.6%)
brushsides 376/65536 3008/524288 ( 0.6%)
planes 296/65536 5920/1310720 ( 0.5%)
vertexes 575/65536 6900/786432 ( 0.9%)
nodes 368/65536 11776/2097152 ( 0.6%)
texinfos 98/12288 7056/884736 ( 0.8%)
texdata 19/2048 608/65536 ( 0.9%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 308/65536 17248/3670016 ( 0.5%)
origfaces 161/65536 9016/3670016 ( 0.2%)
leaves 372/65536 11904/2097152 ( 0.6%)
leaffaces 341/65536 682/131072 ( 0.5%)
leafbrushes 179/65536 358/131072 ( 0.3%)
areas 2/256 16/2048 ( 0.8%)
surfedges 2097/512000 8388/2048000 ( 0.4%)
edges 1229/256000 4916/1024000 ( 0.5%)
LDR worldlights 3/8192 264/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 16/32768 160/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 219/65536 438/131072 ( 0.3%)
cubemapsamples 2/1024 32/16384 ( 0.2%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 603712/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 5321/393216 ( 1.4%)
LDR leaf ambient 372/65536 8928/1572864 ( 0.6%)
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] 1/202 ( 0.5%)
pakfile [variable] 22820/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 19119/4194304 ( 0.5%)
==== Total Win32 BSP file data space used: 749312 bytes ====

Linux Specific Data:
physicssurface [variable] 19119/6291456 ( 0.3%)
==== Total Linux BSP file data space used: 749312 bytes ====

Total triangle count: 817
Writing c:\program files\valve\steam\steamapps\sourcemods\freturns\maps\Test2.bsp
45 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\SourceMods\Freturns\Maps\Test2.bsp" "c:\program files\valve\steam\SteamApps\SourceMods\Freturns\Maps\Test2.bsp"
Whoa! WHOA!!!! Stupid dragon...
jaegrass
Member
Member
 
Joined: Sat Apr 01, 2006 1:04 am

Postby zombie@computer on Wed Apr 12, 2006 6:15 pm

maybe you can post one of the vmts? would be a lot clearer
When you are up to your neck in shit, keep your head up high
zombie@computer
Forum Goer Elite™
Forum Goer Elite™
 
Joined: Fri Dec 31, 2004 5:58 pm
Location: Lent, Netherlands

Postby jaegrass on Wed Apr 12, 2006 6:20 pm

Sure thing. This one is named sky_day01_01_hdrbk.vmt. They are all identical except for the directional indicators.

"UnlitGeneric"
{
// Original shader: BaseTexture
"$hdrbasetexture" "skybox/sky_day01_01_hdrbk"
"$basetexture" "skybox/sky_day01_01bk"
"$nofog" "1"
"$ignorez" "1"
}
Whoa! WHOA!!!! Stupid dragon...
jaegrass
Member
Member
 
Joined: Sat Apr 01, 2006 1:04 am

Postby zombie@computer on Wed Apr 12, 2006 6:26 pm

try

"Sky"
{
// Original shader: BaseTexture
"$hdrbasetexture" "skybox/sky_day01_01_hdrbk"
"$basetexture" "skybox/sky_day01_01bk"
"$nofog" "1"
"$ignorez" "1"
}
When you are up to your neck in shit, keep your head up high
zombie@computer
Forum Goer Elite™
Forum Goer Elite™
 
Joined: Fri Dec 31, 2004 5:58 pm
Location: Lent, Netherlands

Postby Grantax on Wed Apr 12, 2006 6:56 pm

1. Did you make a hdr skybox?
2. Your map is leaked...
3. The error disappeared, the skybox has ALWAYS worked, even when I got the error, I just wanted to get rid of it..
Grantax
Sir Post-a-lot
Sir Post-a-lot
 
Joined: Tue Mar 14, 2006 1:33 pm
Location: Norway

Postby jaegrass on Wed Apr 12, 2006 7:01 pm

Zombie, same error in 2 maps, one large and one small. Could it be the way I am compiling? I am just using normal mode with everything set to normal, no check in HDR and not loading the game.

Grantax,

1. Make an hdr skybox? How?
2. Yes I know it is leaking.
3. Same here. The error is bugging me to know end. :)


Thx
Whoa! WHOA!!!! Stupid dragon...
jaegrass
Member
Member
 
Joined: Sat Apr 01, 2006 1:04 am

Postby zombie@computer on Wed Apr 12, 2006 7:31 pm

jaegrass wrote:Zombie, same error in 2 maps, one large and one small. Could it be the way I am compiling? I am just using normal mode with everything set to normal, no check in HDR and not loading the game.

Grantax,

1. Make an hdr skybox? How?
2. Yes I know it is leaking.
3. Same here. The error is bugging me to know end. :)


Thx
did you try the "sky" thing? if you did, then i have no idea why it doesn work
When you are up to your neck in shit, keep your head up high
zombie@computer
Forum Goer Elite™
Forum Goer Elite™
 
Joined: Fri Dec 31, 2004 5:58 pm
Location: Lent, Netherlands

Postby Grantax on Wed Apr 12, 2006 8:27 pm

jaegrass wrote:
1. Make an hdr skybox? How?


jaegrass wrote:"UnlitGeneric"
{
// Original shader: BaseTexture
"$hdrbasetexture" "skybox/sky_day01_01_hdrbk"
"$basetexture" "skybox/sky_day01_01bk"
"$nofog" "1"
"$ignorez" "1"
}


If you didn't make an hdr skybox (neither did I), then you shouldn't add sky_day01_01_hdrbk there, since the hdr thing doesn't exist.
Use sky_day01_01bk at the hdrbasetexture too, just as in the basetexture.
Grantax
Sir Post-a-lot
Sir Post-a-lot
 
Joined: Tue Mar 14, 2006 1:33 pm
Location: Norway

Postby fitzroy_doll on Wed Apr 19, 2006 5:01 pm

So....if I understand all this rightly, then this message in the compile log:

Code: Select all
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!


which it sounds like we are ALL getting, is not a problem? Cubemaps will build correctly even with this error?

Grr. I want the last 3 hours it took me to figure this out back. Perhaps this error message should be updated to indicate that the above error occurs in every map, and is not neccessarily a problem?
fitzroy_doll
Member
Member
 
Joined: Mon Dec 12, 2005 4:10 pm
Location: London

Postby zombie@computer on Wed Apr 19, 2006 5:28 pm

fitzroy_doll wrote:So....if I understand all this rightly, then this message in the compile log:

Code: Select all
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_01rt"
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!


which it sounds like we are ALL getting, is not a problem? Cubemaps will build correctly even with this error?

Grr. I want the last 3 hours it took me to figure this out back. Perhaps this error message should be updated to indicate that the above error occurs in every map, and is not neccessarily a problem?
yes, only the default cubemaps (which is the cubemaps you see before you do buildcubemaps in the console). ill update the error thing though
When you are up to your neck in shit, keep your head up high
zombie@computer
Forum Goer Elite™
Forum Goer Elite™
 
Joined: Fri Dec 31, 2004 5:58 pm
Location: Lent, Netherlands
PreviousNext

Return to Hammer Editor Help

Who is online

Users browsing this forum: No registered users