Strange colors on models look like a rainbow party

Badly designed world reflections in the custom map you're probably playing?
 
http://developer.valvesoftware.com/wiki/Cubemaps

Once a map has been compiled and lit by VBSP and VRAD (respectively), the cubemaps can be built. Run the map and allow the any node graphs or other pre-process activities to finish. Then use the buildcubemaps console command to begin building the cubemaps for the level. In the upper left-hand corner of the screen you’ll be able to see each facet of the cubemap (six per cubemap) render. Depending on your video card, driver and complexity of your scenes, this can take seconds or minutes to complete. Once finished, the map must be restarted for the cubemaps to properly be applied to all surfaces.
 
yea this is true, I think the problem come from the cube maps, in the other hand even before the addition of a cubemaps
the problem (glow colors) is there without a env_cubemap entity. With a env_cubemap entity (good thing I want to use). I have this : http://img560.imageshack.us/img560/5290/sanstitresz.jpg
errors that appear just by entering the map without building the cubemaps.
When building cubemaps engine error LoadBSPFile: odd size for lump 56 that crash the game.
Same probleme here : http://forums.steampowered.com/forums/showthread.php?p=10038847

error in CSS console on a simple box map without env_cubemap :
Error reading in file "materials/maps/test2/cubemapdefault.vtf"

if I open a working CSS map with hammer and I compile it I will add these error(s)
Compile process Window of a simple box map without env_cubemap :




** Executing...
** Command: "C:\Program Files\Steam\steamapps\benox50\sourcesdk\bin\orangebox\bin\vbsp.exe"
** Parameters: -game "L:\storage\JEUX\CSS counter strike source\CSS\cstrike" "L:\storage\JEUX\CSS counter strike source\CSS\cstrike\maps\test2.vmf"

Valve Software - vbsp.exe (Jul 7 2010)
4 threads
materialPath: L:\storage\JEUX\CSS counter strike source\CSS\cstrike\materials
Loading L:\storage\JEUX\CSS counter strike source\CSS\cstrike\maps\test2.vmf
Could not locate 'GameData' key in l:\storage\jeux\css counter strike source\css\cstrike\gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing L:\storage\JEUX\CSS counter strike source\CSS\cstrike\maps\test2.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.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 (0) (2281 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3 texinfos to 3
Reduced 1 texdatas to 1 (26 bytes to 26)
Writing L:\storage\JEUX\CSS counter strike source\CSS\cstrike\maps\test2.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Program Files\Steam\steamapps\benox50\sourcesdk\bin\orangebox\bin\vvis.exe"
** Parameters: -game "L:\storage\JEUX\CSS counter strike source\CSS\cstrike" "L:\storage\JEUX\CSS counter strike source\CSS\cstrike\maps\test2"

Valve Software - vvis.exe (Jul 7 2010)
4 threads
reading l:\storage\jeux\css counter strike source\css\cstrike\maps\test2.bsp
reading l:\storage\jeux\css counter strike source\css\cstrike\maps\test2.prt
4 portalclusters
4 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 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 16
Average clusters visible: 4
Building PAS...
Average clusters audible: 4
visdatasize:44 compressed from 64
writing l:\storage\jeux\css counter strike source\css\cstrike\maps\test2.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Program Files\Steam\steamapps\benox50\sourcesdk\bin\orangebox\bin\vrad.exe"
** Parameters: -game "L:\storage\JEUX\CSS counter strike source\CSS\cstrike" "L:\storage\JEUX\CSS counter strike source\CSS\cstrike\maps\test2"

Valve Software - vrad.exe SSE (Jul 7 2010)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading l:\storage\jeux\css counter strike source\css\cstrike\maps\test2.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
22 faces
20556 square feet [2960128.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
22 patches before subdivision
2794 patches after subdivision
1 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 288114, max 240
transfer lists: 2.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(4603, 4888, 4710)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(1694, 1910, 1773)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(629, 753, 674)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(235, 298, 257)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(88, 118, 98)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(33, 47, 38)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(12, 19, 14)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #8 added RGB(5, 7, 6)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(2, 3, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(1, 1, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0021 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 (1)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 6/8192 72/98304 ( 0.1%)
brushsides 36/65536 288/524288 ( 0.1%)
planes 40/65536 800/1310720 ( 0.1%)
vertexes 41/65536 492/786432 ( 0.1%)
nodes 27/65536 864/2097152 ( 0.0%)
texinfos 3/12288 216/884736 ( 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 22/65536 1232/3670016 ( 0.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6/65536 336/3670016 ( 0.0%)
leaves 29/65536 928/2097152 ( 0.0%)
leaffaces 22/65536 44/131072 ( 0.0%)
leafbrushes 16/65536 32/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 112/512000 448/2048000 ( 0.0%)
edges 69/256000 276/1024000 ( 0.0%)
LDR worldlights 1/8192 88/720896 ( 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] 53112/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 44/16777216 ( 0.0%)
entdata [variable] 501/393216 ( 0.1%)
LDR ambient table 29/65536 116/262144 ( 0.0%)
HDR ambient table 29/65536 116/262144 ( 0.0%)
LDR leaf ambient 57/65536 1596/1835008 ( 0.1%)
HDR leaf ambient 29/65536 812/1835008 ( 0.0%)
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] 86730/0 ( 0.0%)
physics [variable] 2281/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 44
Writing l:\storage\jeux\css counter strike source\css\cstrike\maps\test2.bsp
6 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "L:\storage\JEUX\CSS counter strike source\CSS\cstrike\maps\test2.bsp" "L:\storage\JEUX\CSS counter strike source\CSS\cstrike\maps\test2.bsp"
 
Read again.

Then use the buildcubemaps console command to begin building the cubemaps for the level.
 
up ! When building cubemaps I get an engine error LoadBSPFile: odd size for lump 56
and this error crash the game! I will make a map for HL2 and see if its work, then I can know if the problem come from hammer and the sdk or CSS.
But this is strange in the compile process window :

Could not locate 'GameData' key in l:\storage\jeux\css counter strike source\css\cstrike\gameinfo.txt

I look in the gameinfo.txt it look like that :

"GameInfo"
{
game "Counter-Strike Source"
title "COUNTER-STRIKE'"
title2 "source"
type multiplayer_only
nomodels 1
nohimodel 1
nocrosshair 0
hidden_maps
{
"test_speakers" 1
"test_hardware" 1
}
nodegraph 0


FileSystem
{
SteamAppId 240 // This will mount all the GCFs we need (240=CS:S, 220=HL2).
ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc.

//
// The code that loads this file automatically does a few things here:
//
// 1. For each "Game" search path, it adds a "GameBin" path, in <dir>\bin
// 2. For each "Game" search path, it adds another "Game" path in front of it with _<langage> at the end.
// For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it.
// 3. For the first "Game" search path, it adds a search path called "MOD".
// 4. For the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH".
//

//
// Search paths are relative to the base directory, which is where hl2.exe is found.
//
// |gameinfo_path| points at the directory where gameinfo.txt is.
// We always want to mount that directory relative to gameinfo.txt, so
// people can mount stuff in c:\mymod, and the main game resources are in
// someplace like c:\program files\valve\steam\steamapps\<username>\half-life 2.
//
SearchPaths
{
Game |gameinfo_path|.
Game cstrike
Game hl2
}
}
}

I cant reinstall CSS, but I can change the files of CSS so if this file is wrong, Somebody could copy and paste the contents of this file as I do on the thread.
 
work on portal so its a CSS problem ! I update some CSS files and the glow colors disapear O yea !
 
Sorry, but Benox.exe is probably long gone. This thread is 3 years old.
 
can anybody else help me here then?... I have this same exact problem.
I run "buildcubemaps" in the console after loading my custom map and then the game crashes with the messagebox:
"LoadBSPFile: odd size for lump 56"
:(
 
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