the cordon compiles w/out skybox work fine. when the skybox is included, the lighting gets entirely messed up. it goes all over the place, reflects weird, etc. but the props still light properly.
heres the compile log of a large room relying on environment light, and the 3d skybox. this compile has the problems mentioned above.
** Executing...
** Command: "c:\program files\valve\steam\steamapps\ishbog@hotmail.com\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program
files\valve\steam\steamapps\ishbog@hotmail.com\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko"
Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:\program
files\valve\steam\steamapps\ishbog@hotmail.com\half-life 2 deathmatch\hl2mp\materials
Loading C:\Program
Files\Valve\Steam\SteamApps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 62 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program
Files\Valve\Steam\SteamApps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_day01_05...
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 (0) (170599 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (346415 bytes)
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.
Writing C:\Program
Files\Valve\Steam\SteamApps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko.bsp
11 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 12
** Executing...
** Command: "c:\program files\valve\steam\steamapps\ishbog@hotmail.com\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program
files\valve\steam\steamapps\ishbog@hotmail.com\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko"
Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:\program
files\valve\steam\steamapps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko.bsp
reading c:\program
files\valve\steam\steamapps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko.prt
258 portalclusters
704 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 (8)
Optimized: 54 visible clusters (0.00%)
Total clusters visible: 40746
Average clusters visible: 157
Building PAS...
Average clusters audible: 233
visdatasize:18408 compressed from 20640
writing c:\program
files\valve\steam\steamapps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko.bsp
9 seconds elapsed
** Executing...
** Command: "c:\program files\valve\steam\steamapps\ishbog@hotmail.com\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program
files\valve\steam\steamapps\ishbog@hotmail.com\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko"
Valve Software - vrad.exe (Mar 8 2005)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\program
files\valve\steam\steamapps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko.bsp
1147 faces
1 degenerate faces
487673 square feet [70225008.00 square inches]
3 displacements
3401 square feet [489790.41 square inches]
1146 patches before subdivision
8634 patches after subdivision
8 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (186)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (32)
transfers 320282, max 213
transfer lists: 2.4 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(11388, 9956, 4338)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(2372, 2077, 780)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(778, 708, 213)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(307, 291, 76)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #5 added RGB(132, 129, 30)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(59, 59, 12)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(26, 27, 5)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(12, 12, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(5, 6, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(2, 3, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #11 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #12 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.0333 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Ready to Finish
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.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 24/1024 1152/49152 ( 2.3%)
brushes 257/8192 3084/98304 ( 3.1%)
brushsides 1833/65536 14664/524288 ( 2.8%)
planes 1826/65536 36520/1310720 ( 2.8%)
vertexes 2454/65536 29448/786432 ( 3.7%)
nodes 675/65536 21600/2097152 ( 1.0%)
texinfos 628/12288 45216/884736 ( 5.1%)
texdata 94/2048 3008/65536 ( 4.6%)
dispinfos 3/0 528/0 ( 0.0%)
disp_verts 659/0 13180/0 ( 0.0%)
disp_tris 1152/0 2304/0 ( 0.0%)
disp_lmsamples 39194/0 39194/0 ( 0.0%)
faces 1147/65536 64232/3670016 ( 1.8%)
origfaces 583/65536 32648/3670016 ( 0.9%)
leaves 700/65536 39200/3670016 ( 1.1%)
leaffaces 1855/65536 3710/131072 ( 2.8%)
leafbrushes 1211/65536 2422/131072 ( 1.8%)
surfedges 7786/512000 31144/2048000 ( 1.5%)
edges 4645/256000 18580/1024000 ( 1.8%)
worldlights 7/8192 616/720896 ( 0.1%)
waterstrips 124/32768 1240/327680 ( 0.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 2073/65536 4146/131072 ( 3.2%)
cubemapsamples 24/1024 384/16384 ( 2.3%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 1360572/0 ( 0.0%)
visdata [variable] 18408/16777216 ( 0.1%)
entdata [variable] 37753/393216 ( 9.6%)
occluders 1/0 40/0 ( 0.0%)
occluder polygons 1/0 12/0 ( 0.0%)
occluder vert ind 4/0 16/0 ( 0.0%)
detail props [variable] 1/4240 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/9306 ( 0.0%)
pakfile [variable] 198636/0 ( 0.0%)
Win32 Specific Data:
physics [variable] 170599/4194304 ( 4.1%)
Total Win32 BSP file data space used: 2194259 bytes
Linux Specific Data:
physicssurface [variable] 346415/6291456 ( 5.5%)
Total Linux BSP file data space used: 2370075 bytes
Total triangle count: 3169
Writing c:\program
files\valve\steam\steamapps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko.bsp
3 minutes, 43 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\ishbog@hotmail.com\sourcesdk_content\hl2mp\mapsrc\dm_veikko.bsp" "c:\program
files\valve\steam\steamapps\ishbog@hotmail.com\half-life 2 deathmatch\hl2mp\maps\dm_veikko.bsp"
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