Skybox revealing level

Skybox revealing level

Re: Skybox revealing level Posted by WILDMAN on Thu Feb 24th 2005 at 2:45am
WILDMAN
11 posts
Posted 2005-02-24 2:45am
WILDMAN
member
11 posts 1 snarkmarks Registered: Feb 23rd 2005
While mapping I ran into a weird problem. In one of the areas, I decided to put a window. After putting it, I realized that I could see another part of the level through the skybox. When there's no window, I dont see it. A bit hard to explain, here's the pics.

User posted imageNo window, no problem.

User posted image With window, part of the level shows.
Re: Skybox revealing level Posted by SuperCobra on Thu Feb 24th 2005 at 3:24am
SuperCobra
184 posts
Posted 2005-02-24 3:24am
184 posts 28 snarkmarks Registered: 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
1825 posts
Posted 2005-02-24 3:26am
DrGlass
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1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
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
WILDMAN
11 posts
Posted 2005-02-24 7:12am
WILDMAN
member
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
SuperCobra
184 posts
Posted 2005-02-24 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
wizard james
10 posts
Posted 2005-02-24 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
13860 posts
Posted 2005-02-24 7:45am
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
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
WILDMAN
11 posts
Posted 2005-02-24 10:38pm
WILDMAN
member
11 posts 1 snarkmarks 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
omegaslayer
2481 posts
Posted 2005-02-24 10:56pm
2481 posts 595 snarkmarks 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
WILDMAN
11 posts
Posted 2005-02-25 2:14am
WILDMAN
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11 posts 1 snarkmarks 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
SuperCobra
184 posts
Posted 2005-02-25 7:19am
184 posts 28 snarkmarks Registered: 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
1825 posts
Posted 2005-02-25 9:06am
DrGlass
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1825 posts 632 snarkmarks Registered: Dec 12th 2004 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
3382 posts
Posted 2005-02-25 9:53am
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Creator of SnarkPit!
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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
Liberal.Nyulism
67 posts
Posted 2005-02-26 10:03am
67 posts 227 snarkmarks 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 parakeet on Sat Feb 26th 2005 at 1:28pm
parakeet
544 posts
Posted 2005-02-26 1:28pm
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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?
It would seem logical , but everybody is so hyped about fixing the problem that they've forgotten about eliminating it :razz: .
Re: Skybox revealing level Posted by French Toast on Sat Feb 26th 2005 at 4:12pm
French Toast
3043 posts
Posted 2005-02-26 4:12pm
3043 posts 304 snarkmarks Registered: Jan 16th 2005 Occupation: Kicking Ass Location: Canada
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.
I had to read that about five times to figure out what the hell you were saying. How hard is it to put in maybe 10 seconds and make your writing readable. Come on, think of the children.
Re: Skybox revealing level Posted by WILDMAN on Sun Feb 27th 2005 at 2:43am
WILDMAN
11 posts
Posted 2005-02-27 2:43am
WILDMAN
member
11 posts 1 snarkmarks Registered: Feb 23rd 2005
Well I redesigned parts of the level, mostly remaking each room's structure and and place I had used carve tool. Now even without the window, only with the new door theres the same problem. I've tried placing a hint brush at the door but it doesn't change the problem, then again I've never really used them before. Heres mat_wireframe view and normal view, dont know if it's of any use.

User posted image

User posted image
Re: Skybox revealing level Posted by Joe-Bob on Sun Feb 27th 2005 at 3:55am
Joe-Bob
180 posts
Posted 2005-02-27 3:55am
Joe-Bob
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180 posts 77 snarkmarks Registered: 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
WILDMAN
11 posts
Posted 2005-02-27 4:08am
WILDMAN
member
11 posts 1 snarkmarks 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
SaintGreg
212 posts
Posted 2005-02-27 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
Liberal.Nyulism
67 posts
Posted 2005-02-27 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.