This is kind of a longshot but...

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chimera201
129 Posts
Posted Mar 12, 2012
Replied 17 minutes later
well i haven't used 2d skybox but u must have made a "sky box" all around ur map. Just texture the surfaces through which u can see the sky.
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Kaleido
272 Posts
Posted Mar 12, 2012
Replied 4 hours later
Yes, I know how to make a skybox rofl... it works the same way in every engine. I'm not that much of a noob.

i'll post a screenshot of before and after tonight and hopefully someone will have seen this issue before... T_T

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Kaleido
272 Posts
Posted Mar 12, 2012
Replied 3 hours later

This is what it looks like with the skybox I stole from the canals in HL2 called "sky_day01_07"

img

This issue occurs also with the in-game skybox called "sky_l4d_c4m1_hdr"

and this is what it is SUPPOSED to look like, and what it looks like with "sky_white" skybox:

http://i.imgur.com/FMWNU.jpg

WTFFFFFFF

edit: %^$^%$ size limit wtfx hang on

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josepezdj
2,386 Posts
Posted Mar 13, 2012
Replied 9 hours later
Hey Kaleido:

Ok, as you would have noticed: :postpics: !!

First of all, that skybox you're using is developed for being used as 3D skybox. As I've read in your previous posts, you know how to make one, right? Well, try it instead of a 2D one. Make the sky box with a sky_camera in it. Then texture only your ceiling brush with the texture/toolskybox. That should make you see only the upper brush with the skybox...

Try and let us know

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Kaleido
272 Posts
Posted Mar 13, 2012
Replied 4 hours later
Interesting... that seems really inefficient but I'll try it if it fixes my problem.

I'll update tonight after I try some stuff.

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josepezdj
2,386 Posts
Posted Mar 14, 2012
Replied 23 hours later

Kaleido wrote:
Interesting... that seems really inefficient but I'll try it if it fixes my problem.

Would you mind to send those files you've got to me and see if I can make them run properly? this way we could check who of us two is more inefficient, what do you think?

EDIT: Forget it, I'll take the sky "sky_day01_07" myself from HL2.

EDIT 2: OK, my kind and nice friend, here you are:

http://cloud.steampowered.com/ugc/522655701966504305/E456DF7A82C1C0280F4315F08CB250D46046844B/
http://cloud.steampowered.com/ugc/522655701966514532/AE23154183A66426BA840AA11BA65D626B9A9A4E/
http://cloud.steampowered.com/ugc/522655701966522910/0ADD887A8DB9105174EA12B9CA0CB118EF3C12A6/

And this:

i157yWzwZxk

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Kaleido
272 Posts
Posted Mar 15, 2012
Replied 14 hours later

josepezdj wrote:
Kaleido wrote:

Interesting... that seems really inefficient but I'll try it if it fixes my problem.

Would you mind to send those files you've got to me and see if I can make them run properly? this way we could check who of us two is more inefficient, what do you think?

EDIT: Forget it, I'll take the sky "sky_day01_07" myself from HL2.

EDIT 2: OK, my kind and nice friend, here you are:

http://cloud.steampowered.com/ugc/522655701966504305/E456DF7A82C1C0280F4315F08CB250D46046844B/
http://cloud.steampowered.com/ugc/522655701966514532/AE23154183A66426BA840AA11BA65D626B9A9A4E/
http://cloud.steampowered.com/ugc/522655701966522910/0ADD887A8DB9105174EA12B9CA0CB118EF3C12A6/

And this:

i157yWzwZxk

Hahahah omg... I'm sorry. I didn't mean "your solution for fixing my problem is inefficient", I just meant it seemed a little redundant to have to make a 3D skybox just to render the 2D texture...

I didn't have time to work on my level tonight, so I couldn't actually test if it works for me yet, but it's awesome that you made a map to prove that it works :biggrin: thank you soo much hahah

I promise I will update as soon as I have a little free time to work.

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josepezdj
2,386 Posts
Posted Mar 15, 2012
Replied 36 minutes later
You don't need to work out these textures anymore, as I've prepared them properly for you.

Let me arrrive home and I'll post them, k?

... you're welcome!

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josepezdj
2,386 Posts
Posted Mar 15, 2012
Replied 12 hours later
Hey Kaleido:

Attached you have the texture files I used for doing above test, ok?

Please them all (12 files) into your skybox folder.

Then in hammer, while mapping on your map, just go to map > map properties > skybox texture name... and put sky_day01_07.

I recommend you to make a 3D skybox, and then put the toolskybox texture wherever you want the sky to appear. I'm assuming you know how to, anyway, pm me if you need my help.

Good luck! I hope to see your first map over here soon.

PS: sorry for the double post!

Attachments
kaleido_skybox.rar
0.42 MB 43 downloads
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Kaleido
272 Posts
Posted Mar 15, 2012
Replied 1 hour later

josepezdj wrote:
Hey Kaleido:

Attached you have the texture files I used for doing above test, ok?

Please them all (12 files) into your skybox folder.

Then in hammer, while mapping on your map, just go to map > map properties > skybox texture name... and put sky_day01_07.

I recommend you to make a 3D skybox, and then put the toolskybox texture wherever you want the sky to appear. I'm assuming you know how to, anyway, pm me if you need my help.

Good luck! I hope to see your first map over here soon.

PS: sorry for the double post!

That looks and sounds like exactly the files I pulled and used, I just made it a 2D skybox that's basically a big cube around all my rooms (I was planning on fixing that in the optimization stage) ... Tonight I will attempt to make a 3D skybox, seems like there's no reason that shouldn't work...

Is there any specific size the 3D box has to be, or does it not matter?

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josepezdj
2,386 Posts
Posted Mar 15, 2012
Replied 1 hour later
The size doesn't really matters as long as you don't want to place stuff (such as trees, buildings, rivers, and so on...). If you only want to use it as a warm lighting indirect effect, and won't need to include brushes etc, just make it 256x256 units for example.

I'm attaching the test I made. Open it and use it. You'll see how simple it is.

Attachments
kaleido_test_map.rar
0.07 MB 35 downloads
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Kaleido
272 Posts
Posted Mar 15, 2012
Replied 3 hours later
YAEY it works!

img

hehe.. finally we can put a rest to this thread :razz:

Thanks everyone for the help!

btw josepezdj, the brushes you use to surround doors are cut WAY cleaner than mine, I might steal those from you :razz:

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Lpfreaky90
2,842 Posts
Posted Mar 16, 2012
Replied 53 minutes later

Kaleido wrote:
YAEY it works!

img

hehe.. finally we can put a rest to this thread :razz:

Thanks everyone for the help!

btw josepezdj, the brushes you use to surround doors are cut WAY cleaner than mine, I might steal those from you :razz:

Awesome :biggrin: looking good :biggrin:

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josepezdj
2,386 Posts
Posted Mar 16, 2012
Replied 8 hours later

Kaleido wrote:
hehe.. finally we can put a rest to this thread :razz:

Thanks everyone for the help!

btw josepezdj, the brushes you use to surround doors are cut WAY cleaner than mine, I might steal those from you :razz:

Wow man! THAT does look really good... you see? *"...with a little help from my friends..."/i] you can do anything!

I'm glad I helped you. I will keep an eye on your release!

You can use those prefabs for the door_frames; they're not mine though, but Damagepy's (he kindly sent them to me in my very first mapping stage!). Thank him!