Idiot Skybox (impossible leaking)

Avatar
Fracture
797 Posts
Posted Feb 09, 2013
sooooooooo after putting in a skybox The map thinks there is a leak WHERE THERE IS CLEARLY NOT!!!!

This has happened many times before when hollowing out a polygon. Not always does this happen. But when it does It drives me insane!!

Advertisement
Registered users don’t see ads! Register now!
Avatar
FelixGriffin
2,680 Posts
Posted Feb 09, 2013
Replied 1 hour later
Check if radius culling is on, as always, and make sure the cube is a world brush.

But why are you making a big hollow box with the skybox texture? Even for a 3D skybox you shouldn't ever have to do that.

Avatar
wstrika
200 Posts
Posted Feb 09, 2013
Replied 49 minutes later
img
Avatar
Fracture
797 Posts
Posted Feb 10, 2013
Replied 8 hours later
actually without the skybox cube, all brushes turned invisible. and the models were the only seen visible

After turning the exterior brush from a nodraw, it worked. Don't know why because i had a nodraw brush surrounding a skybox before and it worked just fine

Avatar
Lpfreaky90
2,842 Posts
Posted Feb 10, 2013
Replied 2 hours later
It sounds like you're doing it wrong; vmf please?
Avatar
greykarel
225 Posts
Posted Feb 10, 2013
Replied 2 minutes later
I can't say anything about the leak without .vmf. But this issue with missing brushes must be caused by parametre $ignorez 1 in your skybox material. Delete that line in all six .vmt files of your skybox.
Avatar
FelixGriffin
2,680 Posts
Posted Feb 10, 2013
Replied 3 hours later
The SKY shader is broken in Portal 2. You need to change them all to UnlitGeneric, then it'll work.
Avatar
Lpfreaky90
2,842 Posts
Posted Feb 10, 2013
Replied 39 minutes later

FelixGriffin wrote:
The SKY shader is broken in Portal 2. You need to change them all to UnlitGeneric, then it'll work.

It depends what skybox you're using. I never had to change anything.

Avatar
FelixGriffin
2,680 Posts
Posted Feb 10, 2013
Replied 3 hours later
AFAIK all the default ones are UnlitGeneric?
Avatar
Lpfreaky90
2,842 Posts
Posted Feb 10, 2013
Replied 1 hour later

FelixGriffin wrote:
AFAIK all the default ones are UnlitGeneric?

Yup

Avatar
zivi7
649 Posts
Posted Feb 10, 2013
Replied 37 minutes later
I have no idea why that leak is there, but from the screenshots it looks like you are still struggling to create a 3D skybox. That box should normally be the last thing you need after creating the stuff you want to be displayed in the skybox in the first place. If all you want is a cloudy sky and nothing else, you don't need a 3D skybox.
Avatar
Fracture
797 Posts
Posted Feb 10, 2013
Replied 5 hours later
it's just a 2d skybox, And It fixed itself somehow.....

.....We will blame it on witchcraft.

Avatar
zivi7
649 Posts
Posted Feb 10, 2013
Replied 7 minutes later
That's what I mean. For a 2D skybox you don't need a sky_camera with a box around it. All you need to do is to texture a ceiling or wall with the toolsskybox-texture and then go to the map properties to set the skybox you want to use.

The box with the sky_camera is only needed for 3D skyboxes, where you want to create the impression that there are buildings and whatnot around the map.

Avatar
Fracture
797 Posts
Posted Feb 10, 2013
Replied 1 hour later
Yeah when i didn't have the skycamera in a brusg, that's what happened in image 2 up there ^
Avatar
Lpfreaky90
2,842 Posts
Posted Feb 10, 2013
Replied 1 hour later
Do you actually have a 3-d skybox? A box with a sky_camera and more stuff than just the background?
Avatar
Fracture
797 Posts
Posted Feb 10, 2013
Replied 2 minutes later
well i could just as easily put something in there.... maybe some metal beams
Avatar
Lpfreaky90
2,842 Posts
Posted Feb 10, 2013
Replied 49 minutes later

Fracture wrote:
well i could just as easily put something in there.... maybe some metal beams

nope...

Let me explain:
A skybox is something that makes your level look bigger than it actually is.

A classic example of this is to have a shooter that plays inside, but with windows where you can see the outside (for example in a spaceship). The advantage is that you have an exterior that looks bigger than it is.

In games like counter strike and half-life skyboxes are used to create the sky. Instead of having a ceiling texture the whole map has a certain texture to the ceiling. This is cheap to render and it will look good.

Those are 2D- skyboxes, they are made easily in hammer by setting a (valid) skybox texture.

A 3D-skybox is a box with tools/skybox; far away from the actual map geometry, that has a sky_camera in it. Everything in this box is (by default) scaled down 1:16. so 16 units in the real map represent 1 in the actual skybox.

The advantage of this is that if you have a map like 4000x4000x4000 units and you want to make it look like it's 8000x8000x8000 you only need to make a skybox of 500x500x500 units and make sure the geometry in the skybox matches up your world geometry.

If you want to make an outside area, you can use a 2d-skybox. And unless you want to go all out on graphic design in a portal 2 map with loads of custom models and huge environments you shouldn't need 3d-skyboxes at all.

===
So putting in some random metal beams is a bad idea.
You need to:
1) keep in mind it's position compared to the world
2) keep in mind the lighting
3) keep in mind that the brush (and texture) is scaled up dramatically

Avatar
Fracture
797 Posts
Posted Feb 10, 2013
Replied 15 minutes later
yeah i pretty much knew that stuff from the last agonizing thread about skyboxes.

I was just trying to take advantage of an easy fix to some strange glitch

Avatar
BenVlodgi
633 Posts
Posted Feb 11, 2013
Replied 2 hours later
could you post your vmf?
You dont seem to be getting the reason to use a skybox or 3d skybox
Advertisement
Registered users don’t see ads! Register now!
Avatar
josepezdj
2,386 Posts
Posted Feb 11, 2013
Replied 3 hours later

@Fracture: if when you load the map the only thing you can see is the sky drowning everything, then do as GreyKarel said, delete the parameter *$ignorez 1* from ALL the six .vmt files of your skybox; that parameter is making the engine renders the skybox in a first plane, so the rest of stuff can't be seen correctly since it's "behind" the skybox, understand?

On the other hand, use the shader "UnlitGeneric" instead of "Sky" as Felix said (I mean into the .vmts again). For the sky textures to work fine, you only really need the following lines:

"UnlitGeneric"
{
    "$basetexture" "skybox/sky27bk"
    "$nofog" "1"
}

For that leak, if you already checked that the radius culling is not checked, there are only 2 possibilities:

  • that box you made for the sky_camera is not made out of world brushes
  • maybe the sky_camera center of origin is displaced. Go to Tools > Center Origins to see if that solves it.