As mentioned already, its not a skybox only issue, it can be anywhere in 
your level.
You can make a custom visgroup named 3dsky and assign it to everything in 
your skybox then disable it and compile to make sure
the error is comming from your skybox.

Also there is a very small chance your map has a error that causes the 
compile tools to use existing files from a previous compile,
to eliminate that just rename the map and compile, and you would a different 
error that way.
Its a long shot tough as I only had it occur one or two times on the dozens 
of maps I worked on .
(Another way to spot that problem is that none of the changes you make can 
be seen in the compiled map)


----- Original Message ----- 
From: "Major Johnson" <[email protected]>
To: "Discussion of Half-Life Mapping" <[email protected]>
Sent: Friday, September 25, 2009 4:40 PM
Subject: Re: [hlmappers] [TF2] 3D Skybox Issue


> My skybox is not that populated.  I get 1 error for *every instance* of 
> that
> particular tree.
> And I already checked *every one of them.*
>
> Draco18s
>
>
> On Fri, Sep 25, 2009 at 7:11 AM, Joe W-A <[email protected]> wrote:
>
>> Yeah, basically either you've discovered some fantastically unprecedented
>> new way of getting that error or you missed one
>> don't get too excited if it's the former though, it's not quite nobel 
>> prize
>> stuff
>>
>> 2009/9/25 Velvet Fist, Iron Glove <[email protected]>
>>
>> > Are you using those props elsewhere than the skybox? You'll need to
>> > check those too if you haven't done so.
>> >
>> > -- VFIG
>> >
>> > On 25 Sep 2009, at 02:56, Major Johnson wrote:
>> >
>> > > I turned off everything but props, selected them all, and checked.
>> > > Every
>> > > single last one is set Not Solid (I even checked the trees
>> > > individually).
>> > >
>> > > I know it's not a big issue, but it does throw a chunk of console
>> > > errors on
>> > > map load.
>> > >
>> > > Draco18s
>> > >
>> > >
>> > > On Thu, Sep 24, 2009 at 9:36 PM, Joe W-A <[email protected]> wrote:
>> > >
>> > >> You sure you didn't miss a couple? Since you have to do that on
>> > >> each prop,
>> > >> I
>> > >> mean.
>> > >> It's not a big deal anyway, they just won't be solid.
>> > >>
>> > >> 2009/9/25 Major Johnson <[email protected]>
>> > >>
>> > >>> Any news on the skybox props still thinking they're solid?
>> > >>>
>> > >>>
>> > >>>
>> > >>>
>> > >>> On Thu, Sep 24, 2009 at 7:12 PM, Velvet Fist, Iron Glove <
>> > >>> [email protected]> wrote
>> > >>>
>> > >>>> Yes: once VBSP encounters a leak (i.e. an entity that is touching
>> > >>>> the
>> > >>>> "void", in your case the trigger_teleports), it doesn't know what
>> > >>>> the
>> > >>>> "inside" or "outside" of the map is anymore, and will often report
>> > >>>> spurious extra errors. That'll have been the cause of those
>> > >>>> messages.
>> > >>>>
>> > >>>
>> > >>> I guess that would do it.  Those errors aren't coming up anymore.
>> > >>>
>> > >>> Draco18s
>> > >>> _______________________________________________
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>> > >>> please visit:
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>> > >>>
>> > >>>
>> > >> _______________________________________________
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>> > >>
>> > >>
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>> > >
>> >
>> >
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>> >
>> >
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