Skybox

Skybox

Re: Skybox Posted by Forceflow on Sat Nov 29th 2003 at 11:41am
Forceflow
2420 posts
Posted 2003-11-29 11:41am
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Ok, I'm new to HL mapping.

Until this moment, I've only done some boxed rooms with some bridges and (with a little luck) some rounded corners. Placed a player entity in it, compiled the map and hopped around like a crazy rabbit, singing "I compiled my first HL map ... but it kinda sucks !"

I have some questions:

When there's a leak in your map, is the lightening still compiled ? I compiled one of my boxed rooms (after I placed some red light entity somewhere in the middle), and when I get into the map all the walls look so bright, but not red ... there's no light source ... ok, so I read the report, and it says I have 3 leaks. Ok, no big deal, but I want to know ... is it because of those leaks my lights didn't make it ?

Another question: I want to get rid of those boring boxed rooms, I want to try some "outside" stuff ... it can be very simple, like 2fort or something ... but how do I create a skybox ? (without creating huge leaks)
Re: Skybox Posted by fraggard on Sat Nov 29th 2003 at 12:16pm
fraggard
1110 posts
Posted 2003-11-29 12:16pm
fraggard
member
1110 posts 220 snarkmarks Registered: Jul 8th 2002 Occupation: Student Location: Bangalore, India
Forceflow said:
I have some questions:

When there's a leak in your map, is the lightening still compiled ?
No. The map will not get lit. A leak essentially means there is a section of the map where the inside is exposed to the outside (the void). If light does go through this leak, it just keeps on going nowhere. That can't really happen, so lighting never takes place when there's a reported leak. The map is just said to be rendered "fullbright".

"Another question: I want to get rid of those boring boxed rooms, I want to try some "outside" stuff ... it can be very simple, like 2fort or something ... but how do I create a skybox ? (without creating huge leaks)"

A skybox is created by first sealing up the level as you need, and then texturing the "sky" parts with the texture called "SKY" available in your Halflife wad. Then enter a proper sky in your map properties. I suggest looking up some tutorials on this to get a better idea. My description is vague at best.

"Placed a player entity in it, compiled the map and hopped around like a crazy rabbit, singing "I compiled my first HL map ... but it kinda sucks !""
Welcome to HL Mapping :biggrin:
Re: Skybox Posted by beer hunter on Sat Nov 29th 2003 at 12:21pm
beer hunter
281 posts
Posted 2003-11-29 12:21pm
281 posts 602 snarkmarks Registered: Jul 6th 2003 Occupation: Beer taster Location: The Pub
Forceflow said:
Ok, no big deal, but I want to know ... is it because of those leaks my lights didn't make it ?
Correct, there's no entity lighting when a map has a leak. Its not a good idea to ignore compile error messages as it means the map will have problems.

The skybox is pretty easy to do - select the texture called "sky", its light blue, select the rooms ceiling brush and click Apply Current Texture tool to apply the sky tex to all faces of the brush. All brush faces must have this texture or you'll usually get errors.

By default HL uses a desert sky, to change this go into the Map, Map Properties menu and enter the sky name in the Environment map bit. The HL .pak file contains different sky names that can be used - 2desert, alien1, alien2, alien3, black, city, cliff, desert, dusk, morning, neb1, neb2, neb6, neb7 etc.

Some HL mods also come with their own sky tex's, they're under the mods folder in \gfx\env.

ttfn
Re: Skybox Posted by Leperous on Sat Nov 29th 2003 at 3:39pm
Leperous
3382 posts
Posted 2003-11-29 3:39pm
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
Just have the SKY texture selected when you're making the sky, or hold SHIFT and click if you're using the texture application tool to put it on all the faces of a block.
Re: Skybox Posted by Forceflow on Sat Nov 29th 2003 at 9:48pm
Forceflow
2420 posts
Posted 2003-11-29 9:48pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
So, just to make sure:

I create some crappy outside bridges and some trees, I put a large hollow cube around it and apply the sky-texture on that cube (on the inside) ?

I don't think I really got it ... it's probably quite simple ... but hey ... I'm from Belgium :razz:
Re: Skybox Posted by Jinx on Sat Nov 29th 2003 at 11:29pm
Jinx
874 posts
Posted 2003-11-29 11:29pm
Jinx
member
874 posts 692 snarkmarks Registered: Nov 27th 2002 Location: Ohio
I just answered this question for someone else about a week ago:

http://www.snarkpit.com/forums.php?forum=3&topic=580&9

it's insanely simple once you realize how it works, it's just hard to explain.
Re: Skybox Posted by Tracer Bullet on Sun Nov 30th 2003 at 5:27am
Tracer Bullet
2271 posts
Posted 2003-11-30 5:27am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Forceflow said:
I'm from Belgium :razz:
What has that got to do with anything?

I must say though, your english is very good. better than many of my fellow american members :lol: (no offense intended to anyone)
Re: Skybox Posted by Orpheus on Sun Nov 30th 2003 at 9:42am
Orpheus
13860 posts
Posted 2003-11-30 9:42am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Tracer Bullet said:
Forceflow said:
I'm from Belgium :razz:
What has that got to do with anything?

I must say though, your english is very good. better than many of my fellow american members :lol: (no offense intended to anyone)
again with the arkansas slur..
Re: Skybox Posted by Forceflow on Sun Nov 30th 2003 at 2:22pm
Forceflow
2420 posts
Posted 2003-11-30 2:22pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Think I got it ... I'll go and create some boxed outside environment ... just to check :razz:
Re: Skybox Posted by Forceflow on Sun Nov 30th 2003 at 3:21pm
Forceflow
2420 posts
Posted 2003-11-30 3:21pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Here ya go ...

First of all, I tried the light entity

User posted image

And then I tried the skybox thingie. (it really doesn't fit with that computer room, but hey ... just to make sure I know how to do it.)

User posted image

Thank you all, guys ! :smile:

Time for some bigger, better belgian maps :lol:
Re: Skybox Posted by fizscy46 on Mon Dec 1st 2003 at 2:48am
fizscy46
334 posts
Posted 2003-12-01 2:48am
fizscy46
member
334 posts 72 snarkmarks Registered: Nov 16th 2003 Location: Toronto, Canada
My computer room looks like the former picture. Dark with the glow of the monitor
Re: Skybox Posted by Forceflow on Mon Dec 1st 2003 at 7:03am
Forceflow
2420 posts
Posted 2003-12-01 7:03am
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Mine looks so too ... but can you see the bright desert sky when you look up ? :razz:
Re: Skybox Posted by Hornpipe2 on Sun Dec 7th 2003 at 3:59am
Hornpipe2
636 posts
Posted 2003-12-07 3:59am
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
and of course, putting a light_environment in the map will make sky-textured blocks give off light!
Re: Skybox Posted by mazemaster on Sun Dec 7th 2003 at 4:09am
mazemaster
890 posts
Posted 2003-12-07 4:09am
890 posts 438 snarkmarks Registered: Feb 12th 2002
You can force RAD to do lighting even with a leak by deleting the .err file before you run rad.
Re: Skybox Posted by Forceflow on Sun Dec 7th 2003 at 8:35am
Forceflow
2420 posts
Posted 2003-12-07 8:35am
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Myeah, but whats the use forcing RAD to do the lighting when you got a leak ...
Re: Skybox Posted by Cash Car Star on Sun Dec 7th 2003 at 10:19am
Cash Car Star
1260 posts
Posted 2003-12-07 10:19am
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
There really isn't. The only reason I could possibly think of is you want to release a map, or possibly just an alpha of it, in a hurry for other people to playtest, and you haven't been able to hunt down the leak yet. This is bad for many many reasons (including that leaks lag the game when you're near them). I

f you're just making a test build to check the lighting/looks, you're better off just using big, untextured blocks to seal up the area you're still working on that leaks rather than forcing a leaky map to compile.
Re: Skybox Posted by Forceflow on Sun Dec 7th 2003 at 11:11am
Forceflow
2420 posts
Posted 2003-12-07 11:11am
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
my point, exactly. :smile:
Re: Skybox Posted by Hornpipe2 on Tue Dec 9th 2003 at 2:15am
Hornpipe2
636 posts
Posted 2003-12-09 2:15am
636 posts 123 snarkmarks Registered: Sep 7th 2003 Occupation: Programmer Location: Conway, AR, USA
mazemaster said:
You can force RAD to do lighting even with a leak by deleting the .err file before you run rad.
SHH, don't tell anyone that or newbies will start to do it!