{solved}

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Fracture
797 Posts
Posted Mar 13, 2013
So Im making a 3d skybox for this next section in my mappack and it's a little differant than other skyboxes. It's set as a room you go out into and it's a jumbo sized factoryline. the whole room is skyboxed textures and everything is 32 times their original size.

the issue is when i turned around, I see the rest of the entire map from beyond the walls. What causes this and how can i fix it?

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Mevious
205 Posts
Posted Mar 13, 2013
Replied 6 minutes later
Have you done a vvis compile and this still happens? If so, you are seeing the rest of the map because it is actually there and being rendered. This is expected. There are a few ways to fix it.
1. Make it so that the rest of the map is invisible from your point if view by either blocking it with something in the environment (e.g. a large wall or building), or changing the layout of the level.
2. Make it so that the rest of the map is not rendered when you are in the skybox room by using hint brushes or areaportals.
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Fracture
797 Posts
Posted Mar 13, 2013
Replied 16 minutes later
yeah I only know the normal compiling method. How do you do the vvis compile?
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Mevious
205 Posts
Posted Mar 13, 2013
Replied 5 minutes later

Fracture wrote:
yeah I only know the normal compiling method. How do you do the vvis compile?

It's just one of the steps in the compile process. If you did a normal compile then you ran vvis.

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Fracture
797 Posts
Posted Mar 13, 2013
Replied 6 minutes later
then i guess i gotta move stuff around or shove in these brushes somehow. Is it possible to surround the room with one of these. or is that not recommended?
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TopHATTwaffle
113 Posts
Posted Mar 13, 2013
Replied 18 minutes later
Is the 3D Skybox at the same height as your level? Try placing the 3d Skybox far away from your level but under main level.
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Fracture
797 Posts
Posted Mar 13, 2013
Replied 1 hour later
im guessing then it's the cameras fault that this is happening? i could easily move it if that is the case
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FelixGriffin
2,680 Posts
Posted Mar 13, 2013
Replied 25 minutes later
The skybox is rendered behind everything else, so you see walls and things through it. I don't think there's any way to fix this except not having the walls there, if you're seeing the skybox there shouldn't be other rooms in the way.
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Fracture
797 Posts
Posted Mar 14, 2013
Replied 6 hours later
So.... anything on the otherside of a skybox brush, i can see regardless....

looks like i will need to move the room to an area far away beyond render distance and world-portal it

EDIT: okay another issue, I apprently just realised i worked myself in a corner where one part of the map depends on a 3d skybox and another part of the map depends in a regular skybox. I know I cannot have 2 because of how far apart these areas are and that a skybox camera cannot be turned off and on.

So does anyone know where i can get a NORMAL sky texture that can function just like the rest of the textures?

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josepezdj
2,386 Posts
Posted Mar 14, 2013
Replied 3 hours later
Seeing the brushes through the skybox is normal and as Mevious said it has to do with the "active" visleaves: as long as those brushes behind are in the same leaf than the skybox brush, they will be rendered and be seen through the skybox.

The only effective way I could find to prevent this was areaportals. For example, if you use any item (cube or player) dropper with a column on the top of it to let the item be dropped along, and your skybox is on the ceiling near it, you'll see that column made out of brushes through the skybox; well, adding an areaportal right at the ceiling level or maybe a bit higher (trying that the player won't ever see it open... maybe turning it on and off) will avoid it.

Fracture wrote:
EDIT: okay another issue, I apprently just realised i worked myself in a corner where one part of the map depends on a 3d skybox and another part of the map depends in a regular skybox. I know I cannot have 2 because of how far apart these areas are and that a skybox camera cannot be turned off and on.

What?

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srs bsnss
552 Posts
Posted Mar 14, 2013
Replied 47 minutes later
I've experienced issues with 2D skyboxes in which I've been able to see through the back of nodraw textures when looking through the skybox. The only way I found the circumvent this was to use linked_portal_doors separating the two areas, putting the one with the skybox-textured walls/roof above the rest of the map.

I don't know if this will necessarily work for your condition, but try it anyway.

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BenVlodgi
633 Posts
Posted Mar 14, 2013
Replied 12 hours later
tldr

skyboxes should be in places that are unreachable. so if your skybox comes down a wall to an area you walk near, this is a mistake... either cover that wall with some other texture, or have some door close, and manually close an areaportal on the visleaf showing the area

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protoborg
288 Posts
Posted Mar 14, 2013
Replied 2 hours later
I think what he is saying is that he wants the player to be able to "walk around in" the skybox which is not visible from the rest of the map and he wants it to appear that it is NOT a skybox while the player is inside it.

The best way to prevent the regular level geometry from showing through the skybox is to put something between the two areas that is textured black on the side facing the skybox. This will cause the skybox to appear solid even though the engine does not consider it solid. You will in essence see black through the skybox and since the engine does not render black over the skybox, you won't have the "transparent sky" problem. It also can depend on the sky texture the skybox is using.

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Fracture
797 Posts
Posted Mar 14, 2013
Replied 1 hour later
You have no idea how confused this is making me. Im just going to branch off into part 5 of this mappack and eliminate an entire map to see beyond the room textured for a 3d skybox. So that kills 2 birds with 1 stone.

And I have to note for the 100th time, It makes no damn sense that a sky camera doesn't directly project from where itself is located in the map. They should expand on its flexibility by making it work similarily to the point_camera and monitor somehow

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Lpfreaky90
2,842 Posts
Posted Mar 14, 2013
Replied 1 hour later

Fracture wrote:
And I have to note for the 100th time, It makes no damn sense that a sky camera doesn't directly project from where itself is located in the map. They should expand on its flexibility by making it work similarily to the point_camera and monitor somehow

The thing is that its position is compared to the origin of the map.
The camera registers the stuff that's around him. It needs to know what the area is where he's projecting from.

It might look like it might have been useful if you could just place the position from where it would project but in the end it would still have the same effect: You need a reference geometry with the sky camera fixed in the position from where it projects. The only thing it'll do is add an extra entity...

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Fracture
797 Posts
Posted Mar 14, 2013
Replied 3 minutes later
mindnumbing madness this programming stuff is
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protoborg
288 Posts
Posted Mar 15, 2013
Replied 19 hours later
It can be confusing. Just take it slowly and don't over think it.
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Fracture
797 Posts
Posted Mar 15, 2013
Replied 6 hours later
too bad you can't preview something to it's exact rendered detail before compiling
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Lpfreaky90
2,842 Posts
Posted Mar 15, 2013
Replied 3 minutes later

Fracture wrote:
too bad you can't preview something to it's exact rendered detail before compiling

If you have a scaled down replica of your main map in your 3d-skybox you can see if your 3d-skybox matches up with your normal world geometry. The best way to make sure you don't mix your geometry and skybox it's best to put the scaled down world geometry in a custom visgroup :smile:

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Fracture
797 Posts
Posted Mar 15, 2013
Replied 11 minutes later
im doing something where there is no sky to speak of. You will see when the time comes :wink: