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                        Posted by SuperCobra on 
    Thu Feb 24th 2005 at 3:24am
                     
                    
                 
                
            
            
                
    
            184 posts
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    Jan 2nd 2005
                            Location: Oregon,USA
             
                
                        I have a question did u use the carve tool or did u use the clip tool on that window?
                                    
             
        
            
            
                                     
                                
                    
                        Re: Skybox revealing level
                        Posted by DrGlass on 
    Thu Feb 24th 2005 at 3:26am
                     
                    
                 
                
            
            
                
    
                    
                             DrGlass
                            DrGlass
            
                        member
     
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    Dec 12th 2004
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                        you need to work placeing hint's in your map.   Check you mat_wireframe 1.
                                    
             
        
            
            
                                
                    
                        Re: Skybox revealing level
                        Posted by WILDMAN on 
    Thu Feb 24th 2005 at 7:12am
                     
                    
                 
                
            
            
                
    
            11 posts
        1 snarkmarks
        Registered: 
    Feb 23rd 2005
                     
                
                        I used the carve tool to do it. Trying to read some tutorials about hint brushes but where would I apply them here?
                                    
             
        
            
            
                                     
                                
                    
                        Re: Skybox revealing level
                        Posted by SuperCobra on 
    Thu Feb 24th 2005 at 7:33am
                     
                    
                 
                
            
            
                
    
            184 posts
        28 snarkmarks
        Registered: 
    Jan 2nd 2005
                            Location: Oregon,USA
             
                
                        WILDMAN I am sorry to say but it was because of that carve u made. Use
the clip to to make holes like that when I first started mapping I also
used the carve tool ALOT it cause many errors in my maps and even one
carve caused errors in my maps so I was forced to quit using the CARVE
tool. Ask any snarkpitter here that the CARVE tool can cause many
problems.
                                    
             
        
            
            
                                
                    
                        Re: Skybox revealing level
                        Posted by wizard james on 
    Thu Feb 24th 2005 at 7:43am
                     
                    
                 
                
            
            
                
    
            10 posts
        1 snarkmarks
        Registered: 
    Feb 16th 2005
                            Location: canada, alberta
             
                
                        yeppers..  never carve.. otho its ultra easy..  it saves time the long way around.
also hint brushes.. mosly afaik put them around 90 degree coners.. or
in door ways..  windows..  that kinda stuff..  i
think..  i never used em yet on my map..since i am trying to find
the 1 bursh that is giving me a error...   but thats another
probem and not this
                                    
             
        
            
            
                                     
                                
                    
                        Re: Skybox revealing level
                        Posted by Orpheus on 
    Thu Feb 24th 2005 at 7:45am
                     
                    
                 
                
            
            
                
    
                    
                             Orpheus
                            Orpheus
            
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                        the carve tool is bad, but it doesn't cause see through sky's in my experience.
this often occurs or did occur in HL1 because of some cumulative issues elsewhere in the map. people only notice it after a certain even and think it must be caused by this event.
anyways, most times a full vis compile will remove the issue. try doing a full compile.
                                    
             
        
            
            
                                
                    
                        Re: Skybox revealing level
                        Posted by WILDMAN on 
    Thu Feb 24th 2005 at 10:38pm
                     
                    
                        
                        Posted 
    2005-02-24 10:38pm
                     
                 
                
            
            
                
    
            11 posts
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        Registered: 
    Feb 23rd 2005
                     
                
                        I tried using the clip tool, same result :sad: , even with full compile as well, but i have other places that are carved in my map so it might be related to that?
                                    
             
        
            
            
                                     
                                
                    
                        Re: Skybox revealing level
                        Posted by omegaslayer on 
    Thu Feb 24th 2005 at 10:56pm
                     
                    
                        
                        Posted 
    2005-02-24 10:56pm
                     
                 
                
            
            
                
    
            2481 posts
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        Registered: 
    Jan 16th 2004
                    Occupation: Sr. DevOPS Engineer
                            Location: Seattle, WA
             
                
                        You can try using func_occluders. look in the sample SDKs to find out
what they are, but in short they will block any models over on the
other side of them.
                                    
             
        
            
            
                                
                    
                        Re: Skybox revealing level
                        Posted by WILDMAN on 
    Fri Feb 25th 2005 at 2:14am
                     
                    
                 
                
            
            
                
    
            11 posts
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        Registered: 
    Feb 23rd 2005
                     
                
                        Func_occluders dont block brushes so it doesnt work either :sad:
                                    
             
        
            
            
                                     
                                
                    
                        Re: Skybox revealing level
                        Posted by SuperCobra on 
    Fri Feb 25th 2005 at 7:19am
                     
                    
                 
                
            
            
                
    
            184 posts
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    Jan 2nd 2005
                            Location: Oregon,USA
             
                
                        If u werent far into ur map I dont wanna say this I have had this
happen to me twice now but u may need to restart the map but it wont
take u long to get where u are right now.
                                    
             
        
            
            
                                     
                                
                    
                        Re: Skybox revealing level
                        Posted by DrGlass on 
    Fri Feb 25th 2005 at 9:06am
                     
                    
                 
                
            
            
                
    
                    
                             DrGlass
                            DrGlass
            
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                    Occupation: 2D/3D digital artist
                            Location: USA
             
                
                        This problem is cuased when a far away part of the map is rendered even
tho the player isn't in that area.  The sky is behind the world so
if part of the world gets renderd it will pop infront of the sky. 
Becuase this part of his map is brush based the occualr will not work.
You have to use hint brushes to fix this. make a hint brush inside the window area.  Also try to add one above the path.
                                    
             
        
            
            
                                     
                                
                    
                        Re: Skybox revealing level
                        Posted by Leperous on 
    Fri Feb 25th 2005 at 9:53am
                     
                    
                 
                
            
            
                
    
                    
                             Leperous
                            Leperous
            
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                        The other question is, why not remove the skybox from there and let the player see that part of the level?
                                    
             
        
            
            
                                
                    
                        Re: Skybox revealing level
                        Posted by Liberal.Nyulism on 
    Sat Feb 26th 2005 at 10:03am
                     
                    
                        
                        Posted 
    2005-02-26 10:03am
                     
                 
                
            
            
                
    
            67 posts
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        Registered: 
    Jan 7th 2005
                    Occupation: exec
                            Location: USA
             
                
                        You can also just move the skybox futher away, outside the vision range.
If you look at the valve maps, the skybox is far away and a little below the main map, or map geometry completely occludes the skybox.
I assume that the reason the window affected the visibiity, was that the window exposes the skybox_projector, and prior to the window, the view was being clipped.  Love to know more if you figure it out.
                                    
             
        
            
            
                                     
                                
                    
                        Re: Skybox revealing level
                        Posted by Joe-Bob on 
    Sun Feb 27th 2005 at 3:55am
                     
                    
                 
                
            
            
                
    
                    
                             Joe-Bob
                            Joe-Bob
            
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    Dec 3rd 2004
                     
                
                        Skybox brushes block visibility, but if VIS is telling HL2 that it can
see that area, it WILL be rendered over the skybox.  If you aren't
running VIS on full, try that.  Check for leaks, etc.
I doubt that carving is the problem.  Carving itself isn't bad,
although I imagine that a mapper with reasonable experience won't
carve.  Your problem is that VIS thinks it can see those rooms
from outside, and that's either horrible brushwork or a leak. 
Maybe you could post your compile log, you may have an error of
some sort.
                                    
             
        
            
            
                                
                    
                        Re: Skybox revealing level
                        Posted by WILDMAN on 
    Sun Feb 27th 2005 at 4:08am
                     
                    
                 
                
            
            
                
    
            11 posts
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        Registered: 
    Feb 23rd 2005
                     
                
                        Here it is: 
** Executing...
** Command: "c:\program files\valve\steam\steamapps\wlldman862\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\wlldman862\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\wlldman862\sourcesdk_content\hl2mp\mapsrc\lab2"
Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:\program files\valve\steam\steamapps\wlldman862\half-life 2 deathmatch\hl2mp\materials
Loading C:\Program Files\Valve\Steam\SteamApps\wlldman862\sourcesdk_content\hl2mp\mapsrc\lab2.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Valve\Steam\SteamApps\wlldman862\sourcesdk_content\hl2mp\mapsrc\lab2.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_day02_01...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (33345 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (33345 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Writing C:\Program Files\Valve\Steam\SteamApps\wlldman862\sourcesdk_content\hl2mp\mapsrc\lab2.bsp
1 second elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 6
** Executing...
** Command: "c:\program files\valve\steam\steamapps\wlldman862\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\wlldman862\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\wlldman862\sourcesdk_content\hl2mp\mapsrc\lab2"
Valve Software - vvis.exe (Dec 15 2004)
1 threads
reading c:\program files\valve\steam\steamapps\wlldman862\sourcesdk_content\hl2mp\mapsrc\lab2.bsp
reading c:\program files\valve\steam\steamapps\wlldman862\sourcesdk_content\hl2mp\mapsrc\lab2.prt
 143 portalclusters
 383 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (2)
Optimized: 44 visible clusters (0.00%)
Total clusters visible: 9221
Average clusters visible: 64
Building PAS...
Average clusters audible: 116
visdatasize:6207  compressed from 6864
writing c:\program files\valve\steam\steamapps\wlldman862\sourcesdk_content\hl2mp\mapsrc\lab2.bsp
2 seconds elapsed
** Executing...
** Command: "c:\program files\valve\steam\steamapps\wlldman862\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\wlldman862\half-life 2 deathmatch\hl2mp" "C:\Program Files\Valve\Steam\SteamApps\wlldman862\sourcesdk_content\hl2mp\mapsrc\lab2"
Valve Software - vrad.exe (Jan 18 2005)
----- Radiosity Simulator ----
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading c:\program files\valve\steam\steamapps\wlldman862\sourcesdk_content\hl2mp\mapsrc\lab2.bsp
426 faces
22536 square feet [3245325.25 square inches]
0 displacements
0 square feet [0.00 square inches]
426 patches before subdivision
2748 patches after subdivision
25 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (4)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 123369, max 188
transfer lists:   0.9 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
 Bounce #1 added RGB(17300, 20063, 19463)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
 Bounce #2 added RGB(2695, 2804, 2438)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
 Bounce #3 added RGB(454, 422, 332)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
 Bounce #4 added RGB(78, 64, 45)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
 Bounce #5 added RGB(13, 10, 6)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
 Bounce #6 added RGB(2, 2, 1)
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (0)
 Bounce #7 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0027 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
Ready to Finish
6 of 17 (35% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   5/1024          240/49152    ( 0.5%) 
brushes                 95/8192         1140/98304    ( 1.2%) 
brushsides             570/65536        4560/524288   ( 0.9%) 
planes                 392/65536        7840/1310720  ( 0.6%) 
vertexes               890/65536       10680/786432   ( 1.4%) 
nodes                  313/65536       10016/2097152  ( 0.5%) 
texinfos               152/12288       10944/884736   ( 1.2%) 
texdata                 29/2048          928/65536    ( 1.4%) 
dispinfos                0/0               0/0        ( 0.0%) 
disp_verts               0/0               0/0        ( 0.0%) 
disp_tris                0/0               0/0        ( 0.0%) 
disp_lmsamples           0/0               0/0        ( 0.0%) 
faces                  426/65536       23856/3670016  ( 0.7%) 
origfaces              211/65536       11816/3670016  ( 0.3%) 
leaves                 319/65536       17864/3670016  ( 0.5%) 
leaffaces              510/65536        1020/131072   ( 0.8%) 
leafbrushes            215/65536         430/131072   ( 0.3%) 
surfedges             2835/512000      11340/2048000  ( 0.6%) 
edges                 1640/256000       6560/1024000  ( 0.6%) 
worldlights             25/8192         2200/720896   ( 0.3%) 
waterstrips             29/32768         290/327680   ( 0.1%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices           453/65536         906/131072   ( 0.7%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
lightdata             [variable]      154488/0        ( 0.0%) 
visdata               [variable]        6207/16777216 ( 0.0%) 
entdata               [variable]        6074/393216   ( 1.5%) 
occluders                0/0               0/0        ( 0.0%) 
occluder polygons        0/0               0/0        ( 0.0%) 
occluder vert ind        0/0               0/0        ( 0.0%) 
detail props          [variable]           1/12       ( 8.3%) 
static props          [variable]           1/394      ( 0.3%) 
pakfile               [variable]       10093/0        ( 0.0%)
Win32 Specific Data:
physics               [variable]       33345/4194304  ( 0.8%)
Total Win32 BSP file data space used: 332839 bytes
Linux Specific Data:
physicssurface        [variable]       33345/6291456  ( 0.5%)
Total Linux BSP file data space used: 332839 bytes
Total triangle count: 1139
Writing c:\program files\valve\steam\steamapps\wlldman862\sourcesdk_content\hl2mp\mapsrc\lab2.bsp
5 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\wlldman862\sourcesdk_content\hl2mp\mapsrc\lab2.bsp" "c:\program files\valve\steam\steamapps\wlldman862\half-life 2 deathmatch\hl2mp\maps\lab2.bsp"
                                    
             
        
            
            
                                
                    
                        Re: Skybox revealing level
                        Posted by SaintGreg on 
    Sun Feb 27th 2005 at 4:32am
                     
                    
                 
                
            
            
                
    
            212 posts
        51 snarkmarks
        Registered: 
    Dec 3rd 2004
                     
                
                        Of course the door would do the same thing as the window.  whats happening is that when the visibility matrix is calculated, it makes the door invisible.  Basically it allows you to see from that outdoor area through the door (or window) and into the inside of that house (or whatever structure it is).  Because the house is above the level of the wall there the engine renders the inside of the house and it looks incorrect because it doesnt render the outside of it.  Basically you must either raise that wall up high enough so that it covers up the problem, or do what lep said and remove the sky brush from the top of that wall and actually let the area back there be totally visible.
                                    
             
        
            
            
                                
                    
                        Re: Skybox revealing level
                        Posted by Liberal.Nyulism on 
    Sun Feb 27th 2005 at 6:44am
                     
                    
                 
                
            
            
                
    
            67 posts
        227 snarkmarks
        Registered: 
    Jan 7th 2005
                    Occupation: exec
                            Location: USA
             
                
                        Um....
Im telling you.... just move the skybox out far away from your map, and the problem will go away.  If there is one part of your map that has high walls, put it on the other side of that area.  What you're seeing sounds pretty normal, and begs the questoin: "if I had to write a sky-projector, then how would I get it to ignore the main level?  You can't and still get the desired affect.  Decompile de_dust/dust2, or spectate any of the valve maps, and you will see that they've designed around this problem by placing the skybox where 100% of it is occluded from the player's view, even if that occlusion occurs only because of distance.