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]