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[SDK2013]VBSP Buildcubemap Fix
This is a fix for source sdk base 2013 SP & MP

Note: This is a temporary fix.
It prevents from using Pakrat and delete all the black VTF cubemap files from the Bsp. We hope that Valve will fix the issue sooner.


1. Extract vbsp_2013.exe into "steam/steamapps/common/Source SDK Base 2013 Singleplayer/bin"
2. launch hammer and then go to tools > options on Build Programs tab and edit the path in BSP Executable. this rar file, it will fix your problem:
4. extract the two VTF into /modname/materials/engine/


1. Extract vbsp_2013.exe into "steam/steamapps/common/Source SDK Base 2013 Multiplayer/bin"
2. launch hammer and then go to tools > options on Build Programs tab and edit the path in BSP Executable. this rar file, it will fix your problem:
4. extract the two VTF into /modname/materials/engine/

Sources : Github Discussion[]
Last edited by ☠F☺celessMind☠; Nov 15, 2013 @ 5:54am
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Showing 1-15 of 23 comments
gtamike_TSGK Aug 8, 2013 @ 1:16pm 
FuzZFace Aug 10, 2013 @ 2:29pm 
Than Q
Wow, thank you very much, this always bugged my that I couldn't generate cubemaps properly. I only have one question: Does this work when I launch Hammer Editor from the Counter-Strike: Source folder? The hammer.exe in the Source SDK Base 2013 Multiplayer folder doesn't provide CSS.
76561198041347291 Aug 13, 2013 @ 11:00am 
This was a small guide I have written after TopHATTwaffle released a troubleshoot video about it, thank him.

You'll know how you can get your cubemaps to build correctly after SteamPipe update.

Let's start

First of all, compile your level with Full HDR!

What do to after compiling?

Once you compiled your level, open your .BSP into VIDE. Press the last button on the top right bar.

What should I do in it?

Select and delete all the textures (the .vtf's) EXCEPT for the defaultcubemaps for both HDR and LDR.

Save the BSP.

Alright, but why do I delete them?

This will generate new cubemaps to the textures.

What do I do next?

Simply start your game and load the map.

Ugh... Reflections are here but they are bugged (pink and black checkered board).

This is completely normal.

Open your console and type mat_hdr_level 2 . This will set on HDR (if you haven't already, then restart your game).

Verifiy that HDR is enabled with mat_hdr_enabled 1.

To fix the bugged reflections, open your console and type:
sv_cheats 1

Once your cubemaps are built, the file size should go up.

Open your console again and type: mat_reloadallmaterials

If it happens, just reload the game and the map and the reflections shouldn't bug anymore and your cubemaps have been built!

This is a way to get them to work.

Thank TopHATTwaffle for this.
Last edited by 76561198041347291; Aug 13, 2013 @ 11:01am
my technique save you lot of tasks you listed below :)
Btbroadband Aug 14, 2013 @ 6:53am 
do you now run hammer through the source 2013 base in the bin folder.?
Originally posted by btbranflakes:
do you now run hammer through the source 2013 base in the bin folder.?
yes, i using SDK base 2013, this issue doesn't happen with source 2007 and 2006 mods.
Could I use this method for TF2's cubemap fail?
why tf2 also get that issue ?
i suggest you to use the pakrat method to clean up the bad cubemap vtf file inyou bsp file.
TF2 is shipped with his own tools so be care to use the appropriated executables.
Hmm... I'll that if the issue shows up again. I think just stripping out the cubemaps was a better solution.
RobO Oct 8, 2013 @ 11:37pm 
I can confirm this FIX works for CSS, but it's not without quirks. You still need to do some tricks in the console to solve it.

For example after compiling map you still need to do the regular:
"specular 0"
"specular 1"

Note: There will be purple surfaces still! You need to reload your map in the console.
If your models have a white glare you can reload the map a second time:

"map YourMapName"


Here is a PDF for those who still use the old VBSP and want to use Pakrat. I use a custom method to solve the issue in CSS.

No need for:
mat_hdr_level 2/0, sv_cheats 1, mat_reloadallmaterials or building cubemaps several times
Last edited by RobO; Oct 31, 2013 @ 4:43am
VTplus_mmdev Oct 17, 2013 @ 10:54am 
why not just loading the map with a E2007-MOD, run "buildcubemaps" and copy it back to the e2013 mod? works fine for me
RobO Oct 31, 2013 @ 5:00am 
@VTplus. Well when it comes to pakrat method then your method is more effective (if no conflict arises for entities or textures), however if one uses the fixed bsp then "specular 0 --> buildcubemaps --> specular 1" method is faster than swapping between games and copying files.

People will chose the method that works best for them in the end.
Pandum Nov 14, 2013 @ 11:53am 
Thanks so much for the fix fuzzzzzz. I'm trying to make a CSS map. This seems to work... almost.

The issue I'm having (and I get this with the pakrat method as well) is that all the glass in my map comes out way too bright when HDR is enabled, almost totally white (some pink/orange rainbow too).

I never built cubemaps back when it worked so I'm not entirely sure this is related to them being broken? Everything else in my map reflects properly and glass reflects well in LDR.
violently Nov 14, 2013 @ 5:10pm 
Eapzy, if you're buildign HDR maps, follow the valve wiki's instructions:

When I follow those instructions using the modified hammer, I don't see pink anywhere in the final map.
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Source SDK > General Discussions > Topic Details
Date Posted: Jul 29, 2013 @ 2:16pm
Posts: 23