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Author Topic: Skybox textures  (Read 1253 times)

Offline FalseLogic

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Skybox textures
« on: June 28, 2015, 09:21:11 PM »
So I'm having some weird issues with skybox textures. I've created them without issue in the past, but now everything I make has these weird "bands" that change depending on what angle you're looking at them from. The textures are also coming out wayy darker than they're supposed to be.




Compile log looks clean except for an issue with some water texture in the stage.

Code: [Select]
-------------- Start Compile BSP ----------------
VBSP Started, Please Wait!

VBSP:  c:\program files (x86)\steam\steamapps\common\counter-strike source\bin\vbsp.exe  -game  "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "F:\Software\Games\Mapping\surf\pillars\pillars"

Valve Software - vbsp.exe (May 15 2014)
6 threads
materialPath: C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike\materials
Loading F:\Software\Games\Mapping\surf\pillars\pillars.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\counter-strike source\cstrike\gameinfo.txt
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)
Processing areas...done (0)
Building Faces...material "water/tropical_beneath" not found.
done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 130 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing F:\Software\Games\Mapping\surf\pillars\pillars.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/aesth01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/aesth01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
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) (186652 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 156 texinfos to 115
Reduced 18 texdatas to 13 (768 bytes to 525)
Writing F:\Software\Games\Mapping\surf\pillars\pillars.bsp
1 second elapsed

Compile Complete for this module.
VBSP Completed: Sunday, June 28, 2015,  15:17:07
VBSP: Building Faces...material "water/tropical_beneath" not found.
VBSP:  Compile time: 1 second elapsed

-------------- Start Compile VVIS ----------------
VVIS Started, Please Wait!

VVIS:  c:\program files (x86)\steam\steamapps\common\counter-strike source\bin\vvis.exe  -game  "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "F:\Software\Games\Mapping\surf\pillars\pillars"

Valve Software - vvis.exe (May 15 2014)
6 threads
reading f:\software\games\mapping\surf\pillars\pillars.bsp
reading f:\software\games\mapping\surf\pillars\pillars.prt
  62 portalclusters
 165 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: 0 visible clusters (0.00%)
Total clusters visible: 3844
Average clusters visible: 62
Building PAS...
Average clusters audible: 62
visdatasize:1492  compressed from 992
writing f:\software\games\mapping\surf\pillars\pillars.bsp
0 seconds elapsed

Compile Complete for this module.
VVIS Completed: Sunday, June 28, 2015,  15:17:08
VVIS: Compile time: 0 seconds elapsed

-------------- Start Compile VRAD ----------------
VRAD Started, Please Wait!

VRAD:  c:\program files (x86)\steam\steamapps\common\counter-strike source\bin\vrad.exe  -game  "C:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\cstrike" "F:\Software\Games\Mapping\surf\pillars\pillars"

Valve Software - vrad.exe SSE (May 14 2014)

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

Loading f:\software\games\mapping\surf\pillars\pillars.bsp
Setting up ray-trace acceleration structure... Done (0.25 seconds)
1366 faces
1374002 square feet [197856336.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1366 patches before subdivision
18670 patches after subdivision
2 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (3)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (2)
transfers 1908982, max 637
transfer lists:  14.6 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(45413, 38913, 20220)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(6931, 5264, 2119)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(1118, 745, 230)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(185, 107, 26)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(31, 16, 3)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(5, 2, 0)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0087 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (3)
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 (2)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness
------------       ---------------  ---------------  --------
models                   1/1024           48/49152    ( 0.1%)
brushes                444/8192         5328/98304    ( 5.4%)
brushsides            3660/65536       29280/524288   ( 5.6%)
planes                 984/65536       19680/1310720  ( 1.5%)
vertexes              2283/65536       27396/786432   ( 3.5%)
nodes                  133/65536        4256/2097152  ( 0.2%)
texinfos               115/12288        8280/884736   ( 0.9%)
texdata                 13/2048          416/65536    ( 0.6%)
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                 1366/65536       76496/3670016  ( 2.1%)
hdr faces                0/65536           0/3670016  ( 0.0%)
origfaces             1225/65536       68600/3670016  ( 1.9%)
leaves                 135/65536        4320/2097152  ( 0.2%)
leaffaces             1636/65536        3272/131072   ( 2.5%)
leafbrushes            668/65536        1336/131072   ( 1.0%)
areas                    2/256            16/2048     ( 0.8%)
surfedges            10984/512000      43936/2048000  ( 2.1%)
edges                 6605/256000      26420/1024000  ( 2.6%)
LDR worldlights          2/8192          176/720896   ( 0.0%)
HDR worldlights          0/8192            0/720896   ( 0.0%)
leafwaterdata            1/32768          12/393216   ( 0.0%)
waterstrips             36/32768         360/327680   ( 0.1%)
waterverts               0/65536           0/786432   ( 0.0%)
waterindices           528/65536        1056/131072   ( 0.8%)
cubemapsamples           1/1024           16/16384    ( 0.1%)
overlays                 0/512             0/180224   ( 0.0%)
LDR lightdata         [variable]      833480/0        ( 0.0%)
HDR lightdata         [variable]           0/0        ( 0.0%)
visdata               [variable]        1492/16777216 ( 0.0%)
entdata               [variable]         738/393216   ( 0.2%)
LDR ambient table      135/65536         540/262144   ( 0.2%)
HDR ambient table      135/65536         540/262144   ( 0.2%)
LDR leaf ambient       894/65536       25032/1835008  ( 1.4%)
HDR leaf ambient       135/65536        3780/1835008  ( 0.2%)
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]           1/12       ( 8.3%)
pakfile               [variable]      165674/0        ( 0.0%)
physics               [variable]      186652/4194304  ( 4.5%)
physics terrain       [variable]           2/1048576  ( 0.0%)

Level flags = 0

Total triangle count: 3160
Writing f:\software\games\mapping\surf\pillars\pillars.bsp
10 seconds elapsed

Compile Complete for this module.
VRAD Completed: Sunday, June 28, 2015,  15:17:19
VRAD: Compile time: 10 seconds elapsed

One Line Summary: 6/28/2015 15:17:19, pillars.vmf, Counter-Strike: Source, normal , normal, normal, 00:00:01, 00:00:00, 00:00:11, 00:00:13
History.csv was updated.

Compile Summary - job mode: FULL
Map Name: pillars.vmf
VBSP - mode:normal , 1 second, 00:00:01 elapsed
VVIS - mode:normal, 0 seconds, 00:00:00 elapsed
VRAD - mode:normal, 10 seconds(LDR), n/a(HDR), 00:00:11 elapsed
Total Compile time: 00:00:13

Offline Hvcci

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Re: Skybox textures
« Reply #1 on: June 28, 2015, 09:55:52 PM »
I'm not sure but this looks like you've made your skybox with "clamp U" and/or "clamp V" checked in the vtf-flags. Did you create this manually with gimp/PS or downloaded it as .png? If so the image may have an alpha-channel which source won't handle properly for skybox-textures I guess.
« Last Edit: June 28, 2015, 09:59:48 PM by Hvcci »

Offline FalseLogic

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Re: Skybox textures
« Reply #2 on: June 28, 2015, 10:13:44 PM »
I created it in PS, and tried to create the vtfs from both png and jpg. No clamping was on.

EDIT: I feel like an idiot. I had the VMT as "LightmappedGeneric" instead of "UnlitGeneric"
« Last Edit: June 28, 2015, 11:58:25 PM by FalseLogic »