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The millionth sky shader problem..


EvilJedi

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Yes I know this has been asked and answered many many times, and I did search, but I still see rooms outside of my sky shaders. No matter what compile I do, it stays. I can see EVERY room of the map through it, even the ones that are on the other side of the map and have no connection with the room in which I have my sky shader. At first, i suspected it was because I was not doing a full vis process, but now that I am, it still does it. Also, when I do any compile, i only get 3 paragraphs of writing in the console, when I had tons of lines before. This way I have no knowing how far the compile is, or if it froze or whatever (i have to use the task manager on windows if I have any suspicions of it freezing). Does that have anything to do with it? Thanks to all who will reply (and who will get mad because this has been asked so many times before)

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Gothix you're forgetting one key thing when you're re-iterating that...it's drawn last behind everything you can visusally see. If there is a room behind it that has no connection, hell if there's a 180 degree turn and the vis data blocks off the other side, it will not be drawn in front of the skybox.

 

As to why it's doing it for you, you'll have to firstly post your compile log.

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Are you using the portal_sky entity to create the skybox?

 

If so, you've got to make sure that the box you have created for the portal sky is well off to one side and above the main area of the map or you'll see the box in the sky.

 

Also are you using a custom sky shader or one that ships with the game?

 

Make sure that:

 

a: the sky brush is structural and

b: is fully caulked on all sides bar the visible one.

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since were on teh topic of sky boxes thats my next step of doing one heres the scenario...

 

octagonal cut in the ceiling i want my skies/desert2_up moonlight to show through that hole.. my problem is that it is not a shader so would I just caulk the top brush of the map and put a skybox with that facing downward with a portal_sky to it??? i tried to just raise the sides of the map up and tex it with the same desert2 but you can see the corners n everything. i have been using a light blue light to shine down into my arena through the hole and it also doubles as a nice ring around my moon so that will probably mess it up if i turn it into a skybox.. any suggestions?

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I'm still confused :confused:

 

The only thing is, that the sky didn't do this before, but now that my map is near completion, it just HAS to do it...

 

It did the same on my last map, but my last map only had 1 sky shader (that I just couldn't solve by blocking it somehow) and I just put a box around it covered in a dark texture. Yet here, I have a huge drop with a cushion on the bottom (and it's like 10 or 12 times the height of any other room in my map), which shows up when I play my map. It really looks like crap.

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I mean that i can see it from the top of my open grass area and i can see into it...

 

Can I put a brush in it's place but make it really far away and cover that in a sky texture? I dont mean make my whole map in a box but just a medium sized box around the rooms that I want to have a sky around?

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Originally posted by EvilJedi

Can I put a brush in it's place but make it really far away and cover that in a sky texture? I dont mean make my whole map in a box but just a medium sized box around the rooms that I want to have a sky around?

 

That's exactly what you can do.

 

Generally, if you have geometry behind a sky, it will show through, so you're going to have to design your map around this.

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