vinniej
Pro Trained Noob
Hey! sup
Posts: 38
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Post by vinniej on May 14, 2010 13:53:01 GMT
how can i get cs_melitta skybox without having counterstrike source on the SDK (idk why)
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Post by joeyy on May 14, 2010 15:14:51 GMT
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vinniej
Pro Trained Noob
Hey! sup
Posts: 38
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Post by vinniej on May 14, 2010 15:34:33 GMT
yes i know this now how do i get it to the SDK?
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Post by breakfastmachine1000 on May 14, 2010 18:11:40 GMT
When you first start up Source SDK, you will get the Source SDK menu.
On the Source SDK menu, at the bottom, it will have 2 drop down boxes.
Set the first option (Engine Version:) to "Source Engine 2006".
And set the second option (Current Game:) to "Counter-Strike: Source".
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vinniej
Pro Trained Noob
Hey! sup
Posts: 38
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Post by vinniej on May 14, 2010 21:11:31 GMT
it says CSS doesnt exist
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Post by breakfastmachine1000 on May 14, 2010 21:23:09 GMT
Just to clarify, you have CS:S installed right? If you do, then on the Source SDK menu, click the "Reset Game Configurations" option, and click "Reset". If you don't trust me, perhaps you will trust a Valve employee forums.steampowered.com/forums/showthread.php?t=1263964It should show up now in the "Source Engine 2006" Engine Version.
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vinniej
Pro Trained Noob
Hey! sup
Posts: 38
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Post by vinniej on May 14, 2010 21:43:49 GMT
i dont have this option D:
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Post by breakfastmachine1000 on May 14, 2010 23:11:06 GMT
If you don't have that option, then I have no idea what is wrong with your SDK, maybe you need to reinstall it?
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vinniej
Pro Trained Noob
Hey! sup
Posts: 38
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Post by vinniej on May 15, 2010 9:46:36 GMT
yes i dont have these options i only have "current game"
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Post by ohhyeah on Sept 14, 2013 18:22:24 GMT
Hi, I'm working on a map(what a surprise) and my skybox is does not showing ingame. Did someone met this problem? Could you give me a little help?
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Post by Zeph on Sept 16, 2013 11:54:27 GMT
Hi oohyeah, Please make your own thread in the correct game-specific forum for new issues. What do you see in-game? Is it the "hall-of-mirrors" effect? Do you have a 3D skybox or just a 2D? Have you set the option here:
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yeah
Newbie
Posts: 9
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Post by yeah on Sept 16, 2013 14:47:11 GMT
Alright i'll start a new next time. If you mean hall-of-mirrors like this, than yes. It is a 2D skybox. When i start new map and place the toolsskybox it works fine. So i must made a mistake while trying set it up in the map properties. Should i add surface skybox than go into properties or just type the name of the skybox? Attachments:
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Post by Zeph on Sept 16, 2013 17:42:57 GMT
Yep, that's the hall of mirrors effect.
May i see your compile log?
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yeah
Newbie
Posts: 9
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Post by yeah on Sept 16, 2013 19:45:39 GMT
Sure, here you go:
** Executing... ** Command: "D:\Games\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe" ** Parameters: -game "D:\Games\Steam\steamapps\common\Team Fortress 2\tf" "C:\HammerAutosave\testskybox.vmf"
Valve Software - vbsp.exe (Aug 30 2013) 2 threads materialPath: D:\Games\Steam\steamapps\common\Team Fortress 2\tf\materials Loading C:\HammerAutosave\testskybox.vmf fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) **** leaked **** Entity info_player_teamspawn (-216.19 -56.78 65.00) leaked! Processing areas...done (0) Building Faces...done (0) FixTjuncs... PruneNodes... WriteBSP... done (0) *** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags! Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap! *** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags! Can't load skybox file skybox/sky_goldrush_01 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) (577 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 6 texinfos to 6 Reduced 1 texdatas to 1 (20 bytes to 20) Writing C:\HammerAutosave\testskybox.bsp 0 seconds elapsed
** Executing... ** Command: "D:\Games\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe" ** Parameters: -game "D:\Games\Steam\steamapps\common\Team Fortress 2\tf" -fast "C:\HammerAutosave\testskybox"
Valve Software - vvis.exe (Aug 27 2013) fastvis = true 2 threads reading c:\hammerautosave\testskybox.bsp reading c:\hammerautosave\testskybox.prt LoadPortals: couldn't read c:\hammerautosave\testskybox.prt
** Executing... ** Command: "D:\Games\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe" ** Parameters: -game "D:\Games\Steam\steamapps\common\Team Fortress 2\tf" "C:\HammerAutosave\testskybox"
Valve Software - vrad.exe SSE (Aug 30 2013)
Valve Radiosity Simulator 2 threads [Reading texlights from 'lights.rad'] [34 texlights parsed from 'lights.rad']
Loading c:\hammerautosave\testskybox.bsp No vis information, direct lighting only. Setting up ray-trace acceleration structure... Done (0.00 seconds) 16 faces 5063 square feet [729088.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 0 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0) Build Patch/Sample Hash Table(s).....Done<0.0002 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0) 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 (0) Writing leaf ambient...done Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1/1024 48/49152 ( 0.1%) brushes 1/8192 12/98304 ( 0.0%) brushsides 6/65536 48/524288 ( 0.0%) planes 28/65536 560/1310720 ( 0.0%) vertexes 19/65536 228/786432 ( 0.0%) nodes 31/65536 992/2097152 ( 0.0%) texinfos 6/12288 432/884736 ( 0.0%) texdata 1/2048 32/65536 ( 0.0%) 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 16/65536 896/3670016 ( 0.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 6/65536 336/3670016 ( 0.0%) leaves 33/65536 1056/2097152 ( 0.1%) leaffaces 16/65536 32/131072 ( 0.0%) leafbrushes 4/65536 8/131072 ( 0.0%) areas 2/256 16/2048 ( 0.8%) surfedges 88/512000 352/2048000 ( 0.0%) edges 45/256000 180/1024000 ( 0.0%) LDR worldlights 0/8192 0/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 0/32768 0/393216 ( 0.0%) waterstrips 0/32768 0/327680 ( 0.0%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 0/65536 0/131072 ( 0.0%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 52928/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 0/16777216 ( 0.0%) entdata [variable] 340/393216 ( 0.1%) LDR ambient table 33/65536 132/262144 ( 0.1%) HDR ambient table 33/65536 132/262144 ( 0.1%) LDR leaf ambient 28/65536 784/1835008 ( 0.0%) HDR leaf ambient 33/65536 924/1835008 ( 0.1%) 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] 54/0 ( 0.0%) physics [variable] 577/4194304 ( 0.0%) physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 32 Writing c:\hammerautosave\testskybox.bsp 0 seconds elapsed
** Executing... ** Command: Copy File ** Parameters: "C:\HammerAutosave\testskybox.bsp" "D:\Games\Steam\steamapps\common\Team Fortress 2\tf\maps\testskybox.bsp"
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Post by Zeph on Sept 16, 2013 19:53:06 GMT
Ok two things: **** leaked **** Entity info_player_teamspawn (-216.19 -56.78 65.00) leaked! You have a leak. DO NOT DELETE THIS ENTITY (or any other!). There is a hole in your world where an entity has contact with the void (the nothingness outside of your map). Seal it with world geometry brushes. Map -> Load PointFile, follow the red line from the entity to the void, and seal any gaps you come across. *** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags! Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap! *** Error: Skybox vtf files for skybox/sky_goldrush_01 weren't compiled with the same size texture and/or same flags! Can't load skybox file skybox/sky_goldrush_01 to build the default cubemap! Seems sky_goldrush_01 isn't liked. Try another? developer.valvesoftware.com/wiki/Team_Fortress_2_Sky_List
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