Hammer Skybox Error

I am having an issue with skybox brushes in Hammer, after I have compiled hte map, I am able to see through the skybox brush and see any brushes behind it.


It’s probably most evident in that screenshot. There are skybox brushes occluding what I am aiming at in that screenshot.

Here is the compile log, hopefully it will help.

[code]** Executing…
** Command: “d:\games\steam\steamapps<-Snip->\sourcesdk\bin\orangebox\bin\vbsp.exe”
** Parameters: -game “d:\games\steam\steamapps<-Snip->\team fortress 2\tf” “C:\Users\Frogg\Desktop\Random Stuff\Maps\SP DMCS\DMC_DM5\dmcdm5(new)”

Valve Software - vbsp.exe (May 19 2009)
2 threads
materialPath: d:\games\steam\steamapps<-Snip->\team fortress 2\tf\materials
Loading C:\Users\Frogg\Desktop\Random Stuff\Maps\SP DMCS\DMC_DM5\dmcdm5(new).vmf
fixing up env_cubemap materials on brush sides…
ProcessBlock_Thread: 0…1…2…3…4…5…6.Brush 138093: WARNING, microbrush
…7…8…9…10 (1)
ProcessBlock_Thread: 0…1…2…3…4…5…6.Brush 138093: WARNING, microbrush
…7…8…9…10 (1)
Processing areas…done (0)
Building Faces…done (0)
Chop Details…done (0)
Find Visible Detail Sides…
Merged 744 detail faces…done (0)
Merging details…done (0)
FixTjuncs…
PruneNodes…
WriteBSP…
done (1)
writing C:\Users\Frogg\Desktop\Random Stuff\Maps\SP DMCS\DMC_DM5\dmcdm5(new).prt…Building visibility clusters…
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day03_06*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day03_06*.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) (572858 bytes)
Placing detail props : 0…1…2…3…4…5…6…7…8…9…10
Compacting texture/material tables…
Reduced 1898 texinfos to 1676
Reduced 30 texdatas to 25 (638 bytes to 455)
Writing C:\Users\Frogg\Desktop\Random Stuff\Maps\SP DMCS\DMC_DM5\dmcdm5(new).bsp
5 seconds elapsed

** Executing…
** Command: “d:\games\steam\steamapps<-Snip->\sourcesdk\bin\orangebox\bin\vvis.exe”
** Parameters: -game “d:\games\steam\steamapps<-Snip->\team fortress 2\tf” “C:\Users\Frogg\Desktop\Random Stuff\Maps\SP DMCS\DMC_DM5\dmcdm5(new)”

Valve Software - vvis.exe (May 19 2009)
2 threads
reading c:\users\frogg\desktop\random stuff\maps\sp dmcs\dmc_dm5\dmcdm5(new).bsp
reading c:\users\frogg\desktop\random stuff\maps\sp dmcs\dmc_dm5\dmcdm5(new).prt
657 portalclusters
1780 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 (15)
Optimized: 1222 visible clusters (0.00%)
Total clusters visible: 83632
Average clusters visible: 127
Building PAS…
Average clusters audible: 495
visdatasize:88654 compressed from 115632
writing c:\users\frogg\desktop\random stuff\maps\sp dmcs\dmc_dm5\dmcdm5(new).bsp
15 seconds elapsed

** Executing…
** Command: “d:\games\steam\steamapps<-Snip->\sourcesdk\bin\orangebox\bin\vrad.exe”
** Parameters: -both -game “d:\games\steam\steamapps<-Snip->\team fortress 2\tf” “C:\Users\Frogg\Desktop\Random Stuff\Maps\SP DMCS\DMC_DM5\dmcdm5(new)”

Valve Software - vrad.exe SSE (May 19 2009)

  Valve Radiosity Simulator     

2 threads
[Reading texlights from ‘lights.rad’]
[34 texlights parsed from ‘lights.rad’]

Loading c:\users\frogg\desktop\random stuff\maps\sp dmcs\dmc_dm5\dmcdm5(new).bsp
Setting up ray-trace acceleration structure… Done (3.64 seconds)
3915 faces
1 degenerate faces
117940 square feet [16983446.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
3914 patches before subdivision
22638 patches after subdivision
0 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (1)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (18)
transfers 2567958, max 494
transfer lists: 19.6 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.0271 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (15)
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 (23)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 7/1024 336/49152 ( 0.7%)
brushes 1545/8192 18540/98304 (18.9%)
brushsides 11800/65536 94400/524288 (18.0%)
planes 5128/65536 102560/1310720 ( 7.8%)
vertexes 7646/65536 91752/786432 (11.7%)
nodes 1615/65536 51680/2097152 ( 2.5%)
texinfos 1676/12288 120672/884736 (13.6%)
texdata 25/2048 800/65536 ( 1.2%)
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 3915/65536 219240/3670016 ( 6.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 2964/65536 165984/3670016 ( 4.5%)
leaves 1623/65536 51936/2097152 ( 2.5%)
leaffaces 5087/65536 10174/131072 ( 7.8%)
leafbrushes 3559/65536 7118/131072 ( 5.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 31217/512000 124868/2048000 ( 6.1%)
edges 19876/256000 79504/1024000 ( 7.8%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 424/32768 4240/327680 ( 1.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 8022/65536 16044/131072 (12.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1137552/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 88654/16777216 ( 0.5%)
entdata [variable] 3837/393216 ( 1.0%)
LDR ambient table 1623/65536 6492/262144 ( 2.5%)
HDR ambient table 1623/65536 6492/262144 ( 2.5%)
LDR leaf ambient 697/65536 19516/1835008 ( 1.1%)
HDR leaf ambient 1623/65536 45444/1835008 ( 2.5%)
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] 174637/0 ( 0.0%)
physics [variable] 572858/4194304 (13.7%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 11356
Writing c:\users\frogg\desktop\random stuff\maps\sp dmcs\dmc_dm5\dmcdm5(new).bsp
1 minute, 1 second elapsed
Valve Software - vrad.exe SSE (May 19 2009)

  Valve Radiosity Simulator     

2 threads
[Reading texlights from ‘lights.rad’]
[34 texlights parsed from ‘lights.rad’]

Loading c:\users\frogg\desktop\random stuff\maps\sp dmcs\dmc_dm5\dmcdm5(new).bsp
Setting up ray-trace acceleration structure… Done (3.65 seconds)
3915 faces
1 degenerate faces
117940 square feet [16983446.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
3914 patches before subdivision
22638 patches after subdivision
0 direct lights
BuildFacelights: 0…1…2…3…4…5…6…7…8…9…10 (1)
BuildVisLeafs: 0…1…2…3…4…5…6…7…8…9…10 (18)
transfers 2567958, max 494
transfer lists: 19.6 megs
GatherLight: 0…1…2…3…4…5…6…7…8…9…10 (1)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s)…Done<0.0333 sec>
FinalLightFace: 0…1…2…3…4…5…6…7…8…9…10 (16)
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 (22)
Writing leaf ambient…done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 7/1024 336/49152 ( 0.7%)
brushes 1545/8192 18540/98304 (18.9%)
brushsides 11800/65536 94400/524288 (18.0%)
planes 5128/65536 102560/1310720 ( 7.8%)
vertexes 7646/65536 91752/786432 (11.7%)
nodes 1615/65536 51680/2097152 ( 2.5%)
texinfos 1676/12288 120672/884736 (13.6%)
texdata 25/2048 800/65536 ( 1.2%)
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 3915/65536 219240/3670016 ( 6.0%)
hdr faces 3915/65536 219240/3670016 ( 6.0%)
origfaces 2964/65536 165984/3670016 ( 4.5%)
leaves 1623/65536 51936/2097152 ( 2.5%)
leaffaces 5087/65536 10174/131072 ( 7.8%)
leafbrushes 3559/65536 7118/131072 ( 5.4%)
areas 2/256 16/2048 ( 0.8%)
surfedges 31217/512000 124868/2048000 ( 6.1%)
edges 19876/256000 79504/1024000 ( 7.8%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 424/32768 4240/327680 ( 1.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 8022/65536 16044/131072 (12.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 1137552/0 ( 0.0%)
HDR lightdata [variable] 1137552/0 ( 0.0%)
visdata [variable] 88654/16777216 ( 0.5%)
entdata [variable] 3837/393216 ( 1.0%)
LDR ambient table 1623/65536 6492/262144 ( 2.5%)
HDR ambient table 1623/65536 6492/262144 ( 2.5%)
LDR leaf ambient 697/65536 19516/1835008 ( 1.1%)
HDR leaf ambient 697/65536 19516/1835008 ( 1.1%)
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] 174637/0 ( 0.0%)
physics [variable] 572858/4194304 (13.7%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 11356
Writing c:\users\frogg\desktop\random stuff\maps\sp dmcs\dmc_dm5\dmcdm5(new).bsp
1 minute, 2 seconds elapsed

** Executing…
** Command: Copy File
** Parameters: “C:\Users\Frogg\Desktop\Random Stuff\Maps\SP DMCS\DMC_DM5\dmcdm5(new).bsp” “d:\games\steam\steamapps<-Snip->\team fortress 2\tf\maps\dmcdm5(new).bsp”[/code]

[COLOR=‘Black’]inb4mat_fullbrightololol[/SIZE]

There shouldn’t be any brushes behind a skybox in the first place, it should seal the whole map.

Just the way the skybox works, it’s meant to seem infinite, so if you block an area with one, you’re still going to see behind it, it’s kinda hard to explain.

^
This.

Thanks, I will try it now.
Sorry for my noobyness :3

You’re welcome, if you still want to occlude that area you’ll just have to block it off with a brush or prop.

Oh, so that’s what you were saying in chat. Sorry I didn’t understand… :frowning:

Don’t worry, all done now; I’ll just continue to try workarounds :retard:

EDIT:
I will also stop using microbrushes, I really am a nooby mapper, whoops.

Wow? Haha, okay as a rule of thumb, you shouldn’t really use any grid size under 16 for world brushwork.

4 should be for details, 2 for REALLY small details, and is the absolute MINIMUM. There are very few reasons for you to be mapping with grid size 1, and grid size 1 tends to create crappy geometry if overused (I learned that the hard way :frowning: )

Nonsense. I regularly use grid sizes over 16. It’s just way simpler to use 128 or 256 grid to lay out those nasty nodraw brushes under displacements.

And while I don’t create everything in grid 1, it has its uses. It’s nice to know you can get those small details in place. It’s especially nice with func_breakable_surf windows. It just looks ghastly when someone uses brush thickness of 4 or more for those.

:fffuuu: Oops, I meant UNDER 16. Damn typo…

post edited

And you’re right, grid size 1 has its uses. I just don’t like to use it out of habit since I’ve had some pretty bad experiences with it… :frowning:

I have my grid size set on 4 constantly :confused:

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