Custom Skybox Not Packing? Using VIDE

Really don't think it's relevant since the issue seems to be with VIDE, but here's my output file

** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vbsp.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "E:\GarrysMod\ttt_drybonesvillage_v3.vmf"

Valve Software - vbsp.exe (Mar 14 2016) 4 threads materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials Loading E:\GarrysMod\ttt_drybonesvillage_v3.vmf ConVarRef mat_reduceparticles doesn't point to an existing ConVar Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt fixing up env_cubemap materials on brush sides... Material MINECRAFT_ORIGINAL/WATER is depending on itself through materialvar $bottommaterial! Ignoring... Material MINECRAFT_ORIGINAL/LAVA is depending on itself through materialvar $bottommaterial! Ignoring... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1) ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) Processing areas...done (0) Building Faces...done (0) Chop Details...done (0) Find Visible Detail Sides... Merged 2674 detail faces...done (0) Merging details...done (0) FixTjuncs... PruneNodes... WriteBSP... done (2) writing E:\GarrysMod\ttt_drybonesvillage_v3.prt...Building visibility clusters... done (0) Creating default LDR cubemaps for env_cubemap using skybox materials: skybox/Minecraft.vmt ! Run buildcubemaps in the engine to get the correct cube maps. Creating default HDR cubemaps for env_cubemap using skybox materials: skybox/Minecraft.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) (2056169 bytes) Placing detail props : 0...1...2...3...4...5...6...7...8...9...10 Compacting texture/material tables... Reduced 1233 texinfos to 779 Reduced 110 texdatas to 104 (3416 bytes to 3127) Writing E:\GarrysMod\ttt_drybonesvillage_v3.bsp 4 seconds elapsed

** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vvis.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" -fast "E:\GarrysMod\ttt_drybonesvillage_v3"

Valve Software - vvis.exe (Dec 9 2014) fastvis = true 4 threads reading e:\garrysmod\ttt_drybonesvillage_v3.bsp reading e:\garrysmod\ttt_drybonesvillage_v3.prt 2465 portalclusters 7509 numportals BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1) Optimized: 264929 visible clusters (6.02%) Total clusters visible: 4404392 Average clusters visible: 1786 Building PAS... Average clusters audible: 2351 visdatasize:1447224 compressed from 1538160 writing e:\garrysmod\ttt_drybonesvillage_v3.bsp 2 seconds elapsed

** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vrad.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" -noextra "E:\GarrysMod\ttt_drybonesvillage_v3"

Valve Software - vrad.exe SSE (Dec 9 2014)

  Valve Radiosity Simulator     

4 threads [Reading texlights from 'lights.rad'] [45 texlights parsed from 'lights.rad']

Loading e:\garrysmod\ttt_drybonesvillage_v3.bsp Setting up ray-trace acceleration structure... Done (1.22 seconds) 17704 faces 1264646 square feet [182109056.00 square inches] 0 Displacements 0 Square Feet [0.00 Square Inches] 17704 patches before subdivision 89344 patches after subdivision sun extent from map=0.087156 166 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (8) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (40) transfers 15095733, max 4660 transfer lists: 115.2 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #1 added RGB(288343, 328187, 132232) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #2 added RGB(37410, 36050, 17868) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #3 added RGB(6163, 4883, 2976) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(1303, 820, 1352) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #5 added RGB(317, 177, 318) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #6 added RGB(88, 48, 164) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #7 added RGB(26, 16, 42) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(9, 6, 21) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #9 added RGB(3, 2, 6) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #10 added RGB(1, 1, 3) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #11 added RGB(0, 0, 1) Build Patch/Sample Hash Table(s).....Done<0.0323 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (13) 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 (8) Writing leaf ambient...done Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness


models 173/1024 8304/49152 (16.9%) brushes 5930/8192 71160/98304 (72.4%) brushsides 35864/65536 286912/524288 (54.7%) planes 2644/65536 52880/1310720 ( 4.0%) vertexes 26763/65536 321156/786432 (40.8%) nodes 6378/65536 204096/2097152 ( 9.7%) texinfos 779/12288 56088/884736 ( 6.3%) texdata 104/2048 3328/65536 ( 5.1%) 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 17704/65536 991424/3670016 (27.0%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 15243/65536 853608/3670016 (23.3%) leaves 6552/65536 209664/2097152 (10.0%) leaffaces 21366/65536 42732/131072 (32.6%) leafbrushes 9771/65536 19542/131072 (14.9%) areas 5/256 40/2048 ( 2.0%) surfedges 145476/512000 581904/2048000 (28.4%) edges 87444/256000 349776/1024000 (34.2%) LDR worldlights 166/8192 14608/720896 ( 2.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 5/32768 60/393216 ( 0.0%) waterstrips 2448/32768 24480/327680 ( 7.5%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 40905/65536 81810/131072 (62.4%) cubemapsamples 1/1024 16/16384 ( 0.1%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 2927512/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 1447224/16777216 ( 8.6%) entdata [variable] 206716/393216 (52.6%) LDR ambient table 6552/65536 26208/262144 (10.0%) HDR ambient table 6552/65536 26208/262144 (10.0%) LDR leaf ambient 17974/65536 503272/1835008 (27.4%) HDR leaf ambient 6552/65536 183456/1835008 (10.0%) 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] 174897/0 ( 0.0%) physics [variable] 2056169/4194304 (49.0%) physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 49096 Writing e:\garrysmod\ttt_drybonesvillage_v3.bsp 1 minute, 10 seconds elapsed

** Executing... ** Command: Copy File ** Parameters: "E:\GarrysMod\ttt_drybonesvillage_v3.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\ttt_drybonesvillage_v3.bsp"

** Executing... ** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\hl2.exe" ** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" +map "ttt_drybonesvillage_v3" -steam

/r/hammer Thread