buildcubemaps does not work
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Quote
Re: buildcubemaps does not work
Posted by warlord on Tue Jun 13th at 7:19pm 2006


ive searched around and could find nothing helpful

im starting a map with custom textures. after making the first room i closed it off and ran it

at first the textures are reflecting the skybox like normal, but after buildcubemaps (which i had 10) and came back the reflections diddnt change, they stayed reflecting the skybox and not what was generated??

no errors were found anywhere.

i have a texture light,env_light, env_sun, and a shadow control entities

skybox is skybox/sky_day01_08

my other maps work fine so i dont know whats wrong here


** Executing...
** Command: "i:steamsteamappsvze1u5dy@verizon.netsourcesdkbinvbsp.exe"
** Parameters: -game "i:steamsteamappsvze1u5dy@verizon.netcounter-strike sourcecstrike" "I:SteamSteamAppsvze1u5dy@verizon.netsourcesdk_contentcstrikemapsrcstorage4"

Valve Software - vbsp.exe (Jan 2 2006)
1 threads
materialPath: i:steamsteamappsvze1u5dy@verizon.netcounter-strike sourcecstrikematerials
Loading I:SteamSteamAppsvze1u5dy@verizon.netsourcesdk_contentcstrikemapsrcstorage4.vmf
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 (1)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing I:SteamSteamAppsvze1u5dy@verizon.netsourcesdk_contentcstrikemapsrcstorage4.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_08*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_day01_08rt"
Can't load skybox file skybox/sky_day01_08 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) (59967 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (59967 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 163 texinfos to 85
Reduced 63 texdatas to 48 (2780 bytes to 1888)
Writing I:SteamSteamAppsvze1u5dy@verizon.netsourcesdk_contentcstrikemapsrcstorage4.bsp
8 seconds elapsed
Memory leak: mempool blocks left in memory: 4

** Executing...
** Command: "i:steamsteamappsvze1u5dy@verizon.netsourcesdkbinvvis.exe"
** Parameters: -game "i:steamsteamappsvze1u5dy@verizon.netcounter-strike sourcecstrike" "I:SteamSteamAppsvze1u5dy@verizon.netsourcesdk_contentcstrikemapsrcstorage4"

Valve Software - vvis.exe (Jan 2 2006)
1 threads
reading i:steamsteamappsvze1u5dy@verizon.netsourcesdk_contentcstrikemapsrcstorage4.bsp
reading i:steamsteamappsvze1u5dy@verizon.netsourcesdk_contentcstrikemapsrcstorage4.prt
137 portalclusters
269 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (1)
Optimized: 63 visible clusters (0.00%)
Total clusters visible: 14772
Average clusters visible: 107
Building PAS...
Average clusters audible: 137
visdatasize:6056 compressed from 6576
writing i:steamsteamappsvze1u5dy@verizon.netsourcesdk_contentcstrikemapsrcstorage4.bsp
3 seconds elapsed

** Executing...
** Command: "i:steamsteamappsvze1u5dy@verizon.netsourcesdkbinvrad.exe"
** Parameters: -game "i:steamsteamappsvze1u5dy@verizon.netcounter-strike sourcecstrike" "I:SteamSteamAppsvze1u5dy@verizon.netsourcesdk_contentcstrikemapsrcstorage4"

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

Loading i:steamsteamappsvze1u5dy@verizon.netsourcesdk_contentcstrikemapsrcstorage4.bsp
573 faces
16877 square feet [2430309.50 square inches]
0 displacements
0 square feet [0.00 square inches]
573 patches before subdivision
3265 patches after subdivision
56 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (7)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)
transfers 365209, max 371
transfer lists: 2.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(11625, 11821, 3471)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1655, 1137, 131)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(207, 116, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(51, 16, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(11, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(3, 1, 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<0.0023 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Ready to Finish
13 of 54 (24% 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 1/1024 48/49152 ( 0.1%)
brushes 174/8192 2088/98304 ( 2.1%)
brushsides 1156/65536 9248/524288 ( 1.8%)
planes 220/65536 4400/1310720 ( 0.3%)
vertexes 862/65536 10344/786432 ( 1.3%)
nodes 292/65536 9344/2097152 ( 0.4%)
texinfos 85/12288 6120/884736 ( 0.7%)
texdata 48/2048 1536/65536 ( 2.3%)
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 573/65536 32088/3670016 ( 0.9%)
origfaces 326/65536 18256/3670016 ( 0.5%)
leaves 294/65536 9408/2097152 ( 0.4%)
leaffaces 649/65536 1298/131072 ( 1.0%)
leafbrushes 325/65536 650/131072 ( 0.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 4036/512000 16144/2048000 ( 0.8%)
edges 2642/256000 10568/1024000 ( 1.0%)
LDR worldlights 56/8192 4928/720896 ( 0.7%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 50/32768 500/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 693/65536 1386/131072 ( 1.1%)
cubemapsamples 10/1024 160/16384 ( 1.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 122052/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 6056/16777216 ( 0.0%)
entdata [variable] 921/393216 ( 0.2%)
LDR leaf ambient 294/65536 7056/1572864 ( 0.4%)
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] 1/12 ( 8.3%)
pakfile [variable] 89963/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 59967/4194304 ( 1.4%)
==== Total Win32 BSP file data space used: 424547 bytes ====

Linux Specific Data:
physicssurface [variable] 59967/6291456 ( 1.0%)
==== Total Linux BSP file data space used: 424547 bytes ====

Total triangle count: 1576
Writing i:steamsteamappsvze1u5dy@verizon.netsourcesdk_contentcstrikemapsrcstorage4.bsp
32 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "I:SteamSteamAppsvze1u5dy@verizon.netsourcesdk_contentcstrikemapsrcstorage4.bsp" "i:steamsteamappsvze1u5dy@verizon.netcounter-strike sourcecstrikemapsstorage4.bsp"


** Executing...
** Command: "i:steamsteamappsvze1u5dy@verizon.netcounter-strike sourcehl2.exe"
** Parameters: -game "i:steamsteamappsvze1u5dy@verizon.netcounter-strike sourcecstrike" +sv_cheats 1 +map "storage4"




the only problem with steam updating things every week is it doesent give the developers an incentive to playtest thier work, so we do it for them



Quote
Re: buildcubemaps does not work
Posted by omegaslayer on Tue Jun 13th at 9:03pm 2006


Ideas:

1) Rename your map to cs_<something> or de_<something>, make sure the map your compiling is in the sourcesdk_contentcstrikemapsrc folder, and that your not renaming it.

2) Are you running cube maps in game? because you posting the compile log suggests you think that cubemaps are built duing the compile process when they're not.

3) Make sure your not accedently running the map in HDR, or even having the game engine run the map in HDR (There are HDR cubemaps and regular HDR cubemaps that NEED to be build separately).

4)

? quote:

** Executing...
** Command: "i:steamsteamappsvze1u5dy@verizon.netcounter-strike sourcehl2.exe"
** Parameters: -game "i:steamsteamappsvze1u5dy@verizon.netcounter-strike sourcecstrike" +sv_cheats 1 +map "storage4"

I also notice your running the map through hammer, which is big a bit No No. Compile the map, then close hammer, then open the engine to run it (CSS in this case). Open the console, then run the map from there.

Try all these and report back






Quote
Re: buildcubemaps does not work
Posted by warlord on Wed Jun 14th at 8:50am 2006


1: i know that having cs or de doesent do anything but allow the player to tell what kind of map it is. ive made several cs maps without it and they work fine.

2:yes i am running it ingame. im not sure why it says that. im using basic compile method (not expert)

3:i have no idea how to run it in hdr other than actually compiling it in that way, but since i diddnt compile hdr i think it isnt.

4:ive always made and ran maps like this without a problem, but i did also try it the other way, no different

ive taken no different steps in making this map over any other map i have made succesfully.




the only problem with steam updating things every week is it doesent give the developers an incentive to playtest thier work, so we do it for them



Quote
Re: buildcubemaps does not work
Posted by M_Gargantua on Wed Jun 14th at 3:18pm 2006


whats not reflecting properly? surfaces? or water?

if the water is not reflecting even after you reload your map after doing buildcubemaps then go to your advanced video options and make your reflections is set to reflect world or reflect all




Quote
Re: buildcubemaps does not work
Posted by reaper47 on Wed Jun 14th at 4:13pm 2006


I had problems with cubemaps not building several times. I couldn't find the cause but it seems like non-default sizes in the env_cubemap properties can be problematic even if they worked in an earlier version. Make sure they are all default (32x32) sizes. Bigger sizes didn't render for me sometimes (even though I changed the screen resolution to a very high setting like console told me).

Try resetting all your cubemaps to standard sizes and recompile. If that doesn't work. 10 cubemaps shouldn't be that much work to delete and re-add. Maybe it works then and kills some hidden errors.

Good luck.




Quote
Re: buildcubemaps does not work
Posted by warlord on Wed Jun 14th at 6:05pm 2006


heres the in game console btw


Counter-Strike: Source
Map: storage4
Players: 1 / 32
Build 2768
Server Number 1
Initializing renderer...
Warlord connected
Game will not start until both teams have players.
Scoring will not start until both teams have players
] buildcubemaps
bounce: 1/1 sample: 1/10
bounce: 1/1 sample: 2/10
bounce: 1/1 sample: 3/10
bounce: 1/1 sample: 4/10
bounce: 1/1 sample: 5/10
bounce: 1/1 sample: 6/10
bounce: 1/1 sample: 7/10
bounce: 1/1 sample: 8/10
bounce: 1/1 sample: 9/10
bounce: 1/1 sample: 10/10
Reading unknown lump #49 (58983 bytes)
Creating default cubemaps for env_cubemap using skybox sky_day01_08...
Writing unknown lump #49 (58983 bytes)

Message submitted 56 minutes after original post:

no difference replacing the cubemaps

ive also tried using some of valves textures with reflective properties but that made no difference as well




the only problem with steam updating things every week is it doesent give the developers an incentive to playtest thier work, so we do it for them



Quote
Re: buildcubemaps does not work
Posted by warlord on Wed Jun 14th at 7:14pm 2006


i can only bet that this is due to one of valves updates and it will be working again by the next one


the only problem with steam updating things every week is it doesent give the developers an incentive to playtest thier work, so we do it for them



Quote
Re: buildcubemaps does not work
Posted by omegaslayer on Wed Jun 14th at 7:30pm 2006


Okay, I see. How big is your map?

If it is realtively large then you need much more env_cubemaps placed in your map. My maps contain at least 50 or so, and those are realitvely meduim maps.

For 10 env_cubemaps your sounds like its more of a "box" than a map (not meant as a insult).

In short: Try placing more env_cubemaps in yoru map, and go from there. You have to reach this point to where you have enough to make the map look good, but not enough to make the map lag down the engine.






Quote
Re: buildcubemaps does not work
Posted by BlisTer on Wed Jun 14th at 9:14pm 2006


i have exactly the same problem.

i too use custom materials with bumpmaps and/or specularity.

here are relevant portion of my compile log, they seem to come up in your log too and i think they are normal, but maybe someone can check up on this.

vbsp
...
fixing up env_cubemap materials on brush sides...
...
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_wasteland02*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
<this has always appeard and i think it's normal

No such variable "$hdrbasetexture" for material "skybox/sky_wasteland02rt"
Can't load skybox file skybox/sky_wasteland02 to build the default cubemap!

ingame log:

] buildcubemaps
bounce: 1/1 sample: 1/4
bounce: 1/1 sample: 2/4
bounce: 1/1 sample: 3/4
bounce: 1/1 sample: 4/4
Reading unknown lump #49 (328121 bytes)
Creating default cubemaps for env_cubemap using skybox sky_wasteland02...
Writing unknown lump #49 (328121 bytes)

The problem started occuring only about 2-3 weeks ago, while i made no substantial changes. i went back to a version that i know worked before, compiled that, and got the same problem. so i figured it must have had to do with an update, but since no-one else complained i had doubts?

in the meantime i found a way around the problem, but it seems a bit dodgy. ingame, switch to another map with custom specularity materials that you know worked (if you havent got such a map, download my dm_intense2 e.g.) , then switch back to the problem map. it should work.

the question is, do others view the map fine? i uploaded a testmap so you can check this out. can someone plz let me know if the material is normal + specular?




These words are my diaries screaming out loud



Quote
Re: buildcubemaps does not work
Posted by Naklajat on Thu Jun 15th at 10:52am 2006


? quoting "BlisTer"
the question is, do others view the map fine? i uploaded a testmap so you can check this out. can someone plz let me know if the material is normal + specular?

Yeah the reflections and everything work fine on my comp.

[EDIT]
On your test map that is.



=o



Quote
Re: buildcubemaps does not work
Posted by BlisTer on Thu Jun 15th at 4:27pm 2006


ok thx man. guess this is a workaround then. still i hope valve knows this problem and fix it soon


These words are my diaries screaming out loud



Quote
Re: buildcubemaps does not work
Posted by BlisTer on Wed Jun 21st at 3:24am 2006


found it !

i figured it might have to do with the skybox, since working maps might have been compiled under a different one, and valve might have changed the skybox to some (messy hdr) one in a recent update, and indeed.

just change the skybox (mine was set to sky_wasteland02) to e.g. sky_day03_06. *should* work

edit: ok nevermind, now it just creates default cubemaps for the sky_day03_06 instead of no cubemaps when using the sky_wasteland02 skybox. you still have to load another map for the correct cubemaps to show. sigh




These words are my diaries screaming out loud



Quote
Re: buildcubemaps does not work
Posted by warlord on Wed Jun 21st at 5:20pm 2006


nevermind it seems to have went away last wednesday

i figured as much

thx ne way




the only problem with steam updating things every week is it doesent give the developers an incentive to playtest thier work, so we do it for them



Quote
Re: buildcubemaps does not work
Posted by reaper47 on Sun Jul 9th at 2:58pm 2006


And there it is again. Any updates on the cubemaps error? I get it now in two seperate maps, none of which has anything special ragarding shaders or entity work.

I get it on lump #49 too.

Does anybody know what a "lump" is in this case?





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