Bloody Cubemap Error.

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Hey, i've just started on a L4D map, and as i tested it out with cubemaps it got totally screwed up, just as on my old TF2 maps! I honestly do not get what i'm doing wrong, or even IF i'm doing anything wrong. I start off by placing a couple of cubemaps on the map, i save , compile and startup the map. A use the Buildcubemaps command with both HDR enabled and disabled, but something seems to be wrong with the reflection it's pink, like the checkbox error texture. Please help! Compile log materialPath: c:\program\steam\steamapps\common\left 4 dead\left4dead\materials Loading C:\Program\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_city_T.vmf fixing up env_cubemap materials on brush sides... 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_city_T.prt...Building visibility clusters... done (0) 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) (26662 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 154 texinfos to 102 Reduced 44 texdatas to 35 (1345 bytes to 1137) Writing C:\Program\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_city_T.bsp 4 seconds elapsed 2 threads reading c:\program\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_city_T.bsp reading c:\program\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_city_T.prt 134 portalclusters 363 numportals 0...1...2...3...4...5...6...7...8...9...10Optimized: 229 visible clusters (0.00%) Total clusters visible: 15777 Average clusters visible: 117 Building PAS... Average clusters audible: 132 visdatasize:5609 compressed from 6432 writing c:\program\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_city_T.bsp 0 seconds elapsed [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\program\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_city_T.bsp 371 faces 786406 square feet [113242504.00 square inches] 6 Displacements 1979 Square Feet [284980.09 Square Inches] 371 patches before subdivision 5469 patches after subdivision 2 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 141655, max 196 transfer lists: 1.1 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(242, 196, 389) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(12, 9, 13) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(1, 0, 1) Build Patch/Sample Hash Table(s).....Done<0.0042 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 2/1024 96/49152 ( 0.2%) brushes 76/8192 912/98304 ( 0.9%) brushsides 484/65536 3872/524288 ( 0.7%) planes 290/65536 5800/1310720 ( 0.4%) vertexes 576/65536 6912/786432 ( 0.9%) nodes 360/65536 11520/2097152 ( 0.5%) texinfos 102/12288 7344/884736 ( 0.8%) texdata 35/2048 1120/65536 ( 1.7%) dispinfos 6/0 1056/0 ( 0.0%) disp_verts 1734/0 34680/0 ( 0.0%) disp_tris 3072/0 6144/0 ( 0.0%) disp_lmsamples 6168/0 6168/0 ( 0.0%) faces 371/65536 20776/3670016 ( 0.6%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 170/65536 9520/3670016 ( 0.3%) leaves 363/65536 11616/2097152 ( 0.6%) leaffaces 462/65536 924/131072 ( 0.7%) leafbrushes 275/65536 550/131072 ( 0.4%) areas 2/256 16/2048 ( 0.8%) surfedges 2310/512000 9240/2048000 ( 0.5%) edges 1416/256000 5664/1024000 ( 0.6%) LDR worldlights 2/8192 200/819200 ( 0.0%) HDR worldlights 0/8192 0/819200 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 15/32768 150/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 246/65536 492/131072 ( 0.4%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 7/512 2464/180224 ( 1.4%) LDR lightdata [variable] 185168/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 5609/16777216 ( 0.0%) entdata [variable] 2305/393216 ( 0.6%) LDR ambient table 363/65536 1452/262144 ( 0.6%) HDR ambient table 363/65536 1452/262144 ( 0.6%) LDR leaf ambient 1334/65536 37352/1835008 ( 2.0%) HDR leaf ambient 363/65536 10164/1835008 ( 0.6%) 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] 1/6446 ( 0.0%) pakfile [variable] 176558/0 ( 0.0%) physics [variable] 26662/4194304 ( 0.6%) physics terrain [variable] 3360/1048576 ( 0.3%) Level flags = 0 Total triangle count: 903 Writing c:\program\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_city_T.bsp 11 seconds elapsed materialPath: c:\program\steam\steamapps\common\left 4 dead\left4dead\materials Loading C:\Program\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_city_T.vmf fixing up env_cubemap materials on brush sides... 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 28 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_city_T.prt...Building visibility clusters... done (0) 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) (71093 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 360 texinfos to 229 Reduced 90 texdatas to 74 (3399 bytes to 2975) Writing C:\Program\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_city_T.bsp 5 seconds elapsed 2 threads reading c:\program\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_city_T.bsp reading c:\program\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_city_T.prt 217 portalclusters 610 numportals 0...1...2...3...4...5...6...7...8...9...10Optimized: 884 visible clusters (0.00%) Total clusters visible: 40307 Average clusters visible: 185 Building PAS... Average clusters audible: 216 visdatasize:13934 compressed from 13888 writing c:\program\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_city_T.bsp 0 seconds elapsed [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\program\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_city_T.bsp 737 faces 1021449 square feet [147088768.00 square inches] 6 Displacements 1979 Square Feet [284980.09 Square Inches] 737 patches before subdivision 9211 patches after subdivision 3 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 365707, max 284 transfer lists: 2.8 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(449, 351, 744) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(23, 17, 29) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(3, 2, 2) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0071 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 11/1024 528/49152 ( 1.1%) brushes 183/8192 2196/98304 ( 2.2%) brushsides 1167/65536 9336/524288 ( 1.8%) planes 628/65536 12560/1310720 ( 1.0%) vertexes 1379/65536 16548/786432 ( 2.1%) nodes 589/65536 18848/2097152 ( 0.9%) texinfos 229/12288 16488/884736 ( 1.9%) texdata 74/2048 2368/65536 ( 3.6%) dispinfos 6/0 1056/0 ( 0.0%) disp_verts 1734/0 34680/0 ( 0.0%) disp_tris 3072/0 6144/0 ( 0.0%) disp_lmsamples 6168/0 6168/0 ( 0.0%) faces 737/65536 41272/3670016 ( 1.1%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 410/65536 22960/3670016 ( 0.6%) leaves 601/65536 19232/2097152 ( 0.9%) leaffaces 931/65536 1862/131072 ( 1.4%) leafbrushes 527/65536 1054/131072 ( 0.8%) areas 2/256 16/2048 ( 0.8%) surfedges 5127/512000 20508/2048000 ( 1.0%) edges 3253/256000 13012/1024000 ( 1.3%) LDR worldlights 3/8192 300/819200 ( 0.0%) HDR worldlights 0/8192 0/819200 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 71/32768 710/327680 ( 0.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1248/65536 2496/131072 ( 1.9%) cubemapsamples 22/1024 352/16384 ( 2.1%) overlays 14/512 4928/180224 ( 2.7%) LDR lightdata [variable] 361968/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 13934/16777216 ( 0.1%) entdata [variable] 8104/393216 ( 2.1%) LDR ambient table 601/65536 2404/262144 ( 0.9%) HDR ambient table 601/65536 2404/262144 ( 0.9%) LDR leaf ambient 1946/65536 54488/1835008 ( 3.0%) HDR leaf ambient 601/65536 16828/1835008 ( 0.9%) 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] 1/9106 ( 0.0%) pakfile [variable] 2453407/0 ( 0.0%) physics [variable] 71093/4194304 ( 1.7%) physics terrain [variable] 3360/1048576 ( 0.3%) Level flags = 0 Total triangle count: 2029 Writing c:\program\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_city_T.bsp 14 seconds elapsed materialPath: c:\program\steam\steamapps\common\left 4 dead\left4dead\materials Loading C:\Program\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_city_T.vmf fixing up env_cubemap materials on brush sides... 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 28 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) writing C:\Program\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_city_T.prt...Building visibility clusters... done (0) 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) (71086 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 359 texinfos to 225 Reduced 85 texdatas to 66 (3081 bytes to 2505) Writing C:\Program\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_city_T.bsp 4 seconds elapsed 2 threads reading c:\program\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_city_T.bsp reading c:\program\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_city_T.prt 217 portalclusters 610 numportals 0...1...2...3...4...5...6...7...8...9...10Optimized: 884 visible clusters (0.00%) Total clusters visible: 40307 Average clusters visible: 185 Building PAS... Average clusters audible: 216 visdatasize:13934 compressed from 13888 writing c:\program\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_city_T.bsp 0 seconds elapsed [Reading texlights from 'lights.rad'] [2 texlights parsed from 'lights.rad'] Loading c:\program\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_city_T.bsp 737 faces 1024969 square feet [147595648.00 square inches] 6 Displacements 1979 Square Feet [284980.09 Square Inches] 737 patches before subdivision 9211 patches after subdivision 3 direct lights 0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10transfers 362737, max 284 transfer lists: 2.8 megs 0...1...2...3...4...5...6...7...8...9...10 Bounce #1 added RGB(445, 348, 739) 0...1...2...3...4...5...6...7...8...9...10 Bounce #2 added RGB(23, 17, 28) 0...1...2...3...4...5...6...7...8...9...10 Bounce #3 added RGB(3, 2, 2) 0...1...2...3...4...5...6...7...8...9...10 Bounce #4 added RGB(0, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0071 sec> 0...1...2...3...4...5...6...7...8...9...10FinalLightFace Done 0 of 0 (0% of) surface lights went in leaf ambient cubes. 0...1...2...3...4...5...6...7...8...9...10Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 11/1024 528/49152 ( 1.1%) brushes 183/8192 2196/98304 ( 2.2%) brushsides 1167/65536 9336/524288 ( 1.8%) planes 626/65536 12520/1310720 ( 1.0%) vertexes 1387/65536 16644/786432 ( 2.1%) nodes 589/65536 18848/2097152 ( 0.9%) texinfos 225/12288 16200/884736 ( 1.8%) texdata 66/2048 2112/65536 ( 3.2%) dispinfos 6/0 1056/0 ( 0.0%) disp_verts 1734/0 34680/0 ( 0.0%) disp_tris 3072/0 6144/0 ( 0.0%) disp_lmsamples 6168/0 6168/0 ( 0.0%) faces 737/65536 41272/3670016 ( 1.1%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 411/65536 23016/3670016 ( 0.6%) leaves 601/65536 19232/2097152 ( 0.9%) leaffaces 932/65536 1864/131072 ( 1.4%) leafbrushes 527/65536 1054/131072 ( 0.8%) areas 2/256 16/2048 ( 0.8%) surfedges 5129/512000 20516/2048000 ( 1.0%) edges 3249/256000 12996/1024000 ( 1.3%) LDR worldlights 3/8192 300/819200 ( 0.0%) HDR worldlights 0/8192 0/819200 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 70/32768 700/327680 ( 0.2%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 1236/65536 2472/131072 ( 1.9%) cubemapsamples 4/1024 64/16384 ( 0.4%) overlays 14/512 4928/180224 ( 2.7%) LDR lightdata [variable] 362584/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 13934/16777216 ( 0.1%) entdata [variable] 8126/393216 ( 2.1%) LDR ambient table 601/65536 2404/262144 ( 0.9%) HDR ambient table 601/65536 2404/262144 ( 0.9%) LDR leaf ambient 1951/65536 54628/1835008 ( 3.0%) HDR leaf ambient 601/65536 16828/1835008 ( 0.9%) 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] 1/9106 ( 0.0%) pakfile [variable] 891016/0 ( 0.0%) physics [variable] 71086/4194304 ( 1.7%) physics terrain [variable] 3360/1048576 ( 0.3%) Level flags = 0 Total triangle count: 2027 Writing c:\program\steam\steamapps\common\left 4 dead\sdk_content\mapsrc\l4d_city_T.bsp 14 seconds elapsed

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  • 8y
    X-tr3m3r avatar
    X-tr3m3r Offline
    Member Joined 10y
    58,212 points Ranked 63rd
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    After having compiled the cubemaps you need to close the game and then start it up again in order for the engine to reload the specular maps.
     avatar
    Mantra
  • 8y
    traggey avatar
    traggey Offline
    Member Joined 9y
    I have tried that aswell, it won't work.
    über-man avatar
    Mantra
    über-man
  • 8y
    You need to compile your cubemaps with both HDR enabled and disabled.
    asdasdasd
  • 8y
    damagefilter avatar
    Member Joined 9y
    3,629 points Ranked 1257th
    Posted by aerial

    You need to compile your cubemaps with both HDR enabled and disabled.


    He did, he wrote.

    I had a similar problem, I solved it by lowering the Specs to mid or low (shader detals and stuff),
    then I do buildcubemaps.
    And the it worked fine for me once I set the settings high again.
    By the way:
    If you're not using any console commands, you cannot turn off HDR in left4dead and basically there is no need to make LDR ones too since it just increases the filesize for something no one will see anyway.
    Cannibal avatar
    Mantra
    Cannibal
  • 8y
    traggey avatar
    traggey Offline
    Member Joined 9y
    Thank you DamageFilter! By changing my settings to Normal, i can no longer see the error textures, however if doesn't work compiling it on normal and then go high again, it goes back to checkerbox.
    über-man avatar
    Mantra
    über-man
  • 8y
    BrainZ avatar
    BrainZ avatar Offline
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    Posted by traggey

    Thank you DamageFilter! By changing my settings to Normal, i can no longer see the error textures, however if doesn't work compiling it on normal and then go high again, it goes back to checkerbox.

    That's because his method is incorrect. Setting your settings to normal or low removes specular mapping.
    gone avatar
    Mantra
    gone

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