visibility probs with skybox and real 3d mixed together
I've got a bit of a problem on my intro map. Does anyone know if you can solve it somehow ?
The problem is that I see trough the geometry of my map while I'm looking trough the skybox. Even when I would texture the nodraw parts in the real world geomotry whenever I stand in a compartiment on the bottom of the real map and I look trough the skybox, the skybox AND parts of the real world is rendered.
I tried also to bring the underside which is "see-trough" to the skybox and block it off with textures but still that doesn't work.
THe weird part is that somehow i DO see my elevator-outside correctly rendered from the skybox, but I can see trough another instance of one of the labs.
Here's an image:
The problem is that I can close off all I want (getting rid of the no draw in the "real" part) , but still it would show this seetrough effect. It's something with vvis that always will put the map in front of the skybox.
Without VIS you can see everytime your own map in the skybox. That's why I'm thinking you have a leak.
When there's glass in front of a skybox texture for example it will render also lights and particles from the real world, and some instances when you use it will only partially be rendered in front of it, like for example the lab window frame will be rendered but not the lab itself, it's all very weird.
Because i'm also thinking this is due to a leak. So check the compile log for errors, if there is a leak, load the pointfile and seal it!
Vordwann wrote:
Generally if you have a leak it will stop the compile (unless you don't run vis) and it will say it can't read the map file.
Oh no. It will stop compiling if it's a really huge leak! I know what I'm talking about
The last 6 years gave me a lot of mapping expirience.
(Go into the "advanced" compile options, select the settings you usually use for test compiles, select the BSP step and add it in the right part of the window.)