Another Skybox Issue!

Another Skybox Issue!

Re: Another Skybox Issue! Posted by dancingisillegal on Fri Jul 15th 2005 at 4:57am
dancingisillegal
24 posts
Posted 2005-07-15 4:57am
24 posts 2 snarkmarks Registered: Feb 21st 2005
My problem is that my map will show up in the distance of my
skybox, so if you noclip to it, you basically come to a 16x scale
version of my map.

I'll say that I did search for this and it seemed someone had a similar problem.

Someone told them that this issue tends to happen if you have a leak.
Thankfully, I did find that I had a leak, but this didn't fix my
problem. I compiled again (just vbsp and vrad) and no leaks showed up.
The problem was still there.

In my map, I have the main map area, another area off to the side
(enclosed in its own seperate skybox textured box,) and then I have a
skybox. They are all covered with the nodraw texture on the outside
with the skybox texture on the inside.

If anyone has a solution to this problem, I would be a very happy person - it uglifies my map beyond belief.
Re: Another Skybox Issue! Posted by wil5on on Fri Jul 15th 2005 at 5:54am
wil5on
1733 posts
Posted 2005-07-15 5:54am
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
If youre not running vvis, you might as well have a leak. Compile with full vis.
"If you talk at all during this lesson, you have detention. Do you understand?"
  • My yr11 Economics teacher
Re: Another Skybox Issue! Posted by Madedog on Fri Jul 15th 2005 at 7:29am
Madedog
487 posts
Posted 2005-07-15 7:29am
Madedog
member
487 posts 128 snarkmarks Registered: Jan 5th 2005 Occupation: Level Designer Location: Estonia
Well... the outside of the sxybox does not have to be covered with nodraw. You can put the skybox texture back on safely.

next, make sure you have only ONE sky_camera in the map - in the 3d
skybox. Not the opposite way. You can't have a sky_camera in the normal
"box" (the main world)
HL2 tutorials 'n' stuff: http://madedog.pri.ee
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Re: Another Skybox Issue! Posted by dancingisillegal on Fri Jul 15th 2005 at 6:30pm
dancingisillegal
24 posts
Posted 2005-07-15 6:30pm
24 posts 2 snarkmarks Registered: Feb 21st 2005
Wil50n - From what I've seen, you don't need to run vvis to find leaks.
I ran vbsp and vrad the first time, and it found a leak. I ran with
vvis after you replied and it didn't come up with anything.

Madedog - I tried putting the skybox texture on the outside, but it
hasn't helped. Also, the issue with multiple sky_cameras. I did think
that was the problem way back when this issue presented itself. I've
check the entity report, and it only shows one sky_camera in the skybox
itself. I'll check again though.
Re: Another Skybox Issue! Posted by wil5on on Sat Jul 16th 2005 at 3:04am
wil5on
1733 posts
Posted 2005-07-16 3:04am
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
vvis doesnt find leaks, but leaks stop it from running. It sounds like you have a vis problem, I suggest you do some research on what vvis does.
"If you talk at all during this lesson, you have detention. Do you understand?"
  • My yr11 Economics teacher
Re: Another Skybox Issue! Posted by DrGlass on Sat Jul 16th 2005 at 5:00am
DrGlass
1825 posts
Posted 2005-07-16 5:00am
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
BSP finds leaks, so you can turn the other compile programs off and just run that. The map showing up in the sky IS a leak problem.

fix your leak and you'll fix that problem. oh and post your compile log.
Re: Another Skybox Issue! Posted by wil5on on Sat Jul 16th 2005 at 6:31am
wil5on
1733 posts
Posted 2005-07-16 6:31am
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
I suppose I'd better explain where I'm coming from...

The purpose of vvis is to work out what is visible from where, so the game doesnt end up drawing stuff that you cant see anyway (eg. stuff behind walls). If you have a leak, vvis doesnt run. This could cause your problem, since the game doesnt know you cant see the skybox, and draws it anyway. When you run vvis, and there arent any leaks, everything should work. According to you it doesnt, meaning you have some other problem. Are you sure your sky_camera is positioned right?
"If you talk at all during this lesson, you have detention. Do you understand?"
  • My yr11 Economics teacher
Re: Another Skybox Issue! Posted by dancingisillegal on Sat Jul 16th 2005 at 8:31pm
dancingisillegal
24 posts
Posted 2005-07-16 8:31pm
24 posts 2 snarkmarks Registered: Feb 21st 2005
No, I knew very well that vvis wouldn't run if you had leaks.. I was just saying that you
didn't need to run vvis for the compiler to point out a leak. It is
true that if you have a leak vvis won't run, I understand that. But I
hadn't been running vvis (because of the amount of time it takes) and
the compiler was still pointing out leaks. Although, I didn't know
EXACTLY what vvis did - I learned something new from your explanation -
even though that wasn't quite the question. :smile: Thanks for the replies.
Re: Another Skybox Issue! Posted by dancingisillegal on Mon Jul 18th 2005 at 9:57pm
dancingisillegal
24 posts
Posted 2005-07-18 9:57pm
24 posts 2 snarkmarks Registered: Feb 21st 2005
Alright - This is really getting me frustrated.

I have confirmed three things:
1) I have ONE sky camera in the skybox

2) I don't have any leaks

3) The boxes around my skybox and levels are "air-tight" and completely covered

in the skybox texture.

Is there any other possible solution to this problem? This is really
bugging me, as my map is getting closer to completion and this problem
remains unsolved.
Re: Another Skybox Issue! Posted by Dark_Kilauea on Mon Jul 18th 2005 at 11:08pm
Dark_Kilauea
629 posts
Posted 2005-07-18 11:08pm
629 posts 123 snarkmarks Registered: Apr 15th 2005 Occupation: Fast Food Location: USA
Try putting the skybox under your level, where noone's going to see it.

Until Later...
Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/
Re: Another Skybox Issue! Posted by wil5on on Mon Jul 18th 2005 at 11:52pm
wil5on
1733 posts
Posted 2005-07-18 11:52pm
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
Is your sky_camera positioned right? It should be where the centre of the map is, but in the skybox... basically the sky_camera tells the game where the map is in relation to the skybox. Put the camera at the point in the skybox where it would be (0,0,0) if the skybox was part of the main map... if you get me :/
"If you talk at all during this lesson, you have detention. Do you understand?"
  • My yr11 Economics teacher
Re: Another Skybox Issue! Posted by dancingisillegal on Tue Jul 19th 2005 at 1:17am
dancingisillegal
24 posts
Posted 2005-07-19 1:17am
24 posts 2 snarkmarks Registered: Feb 21st 2005
I get you - the skybox is working fine - it looks great EXCEPT for the
fact that WAY in the distance you can see the contents of the skybox,
and a LARGE version of the map.
Re: Another Skybox Issue! Posted by Dark_Kilauea on Tue Jul 19th 2005 at 2:10am
Dark_Kilauea
629 posts
Posted 2005-07-19 2:10am
629 posts 123 snarkmarks Registered: Apr 15th 2005 Occupation: Fast Food Location: USA
I think I'd have to see the .vmf before I could tell you what is wrong...

Otherwise, I can't really help you, sorry.

Until later...
Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/
Re: Another Skybox Issue! Posted by dancingisillegal on Tue Jul 19th 2005 at 3:02am
dancingisillegal
24 posts
Posted 2005-07-19 3:02am
24 posts 2 snarkmarks Registered: Feb 21st 2005
dark_kilauea - I am desperate. Check your e-mail
Re: Another Skybox Issue! Posted by DrGlass on Tue Jul 19th 2005 at 4:13am
DrGlass
1825 posts
Posted 2005-07-19 4:13am
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
your sky camera is in the skybox and not the level right?

and btw even if there is a leak Vis still runs for hl2, it is just simple lighting though and it takes quite a while.
Re: Another Skybox Issue! Posted by wil5on on Tue Jul 19th 2005 at 6:13am
wil5on
1733 posts
Posted 2005-07-19 6:13am
wil5on
member
1733 posts 570 snarkmarks Registered: Dec 12th 2003 Occupation: Mapper Location: Adelaide
The good doctor here is thinking of rad. I'm starting to get frustrated with this thread and the fact noone seems to know what the compile tools do... but thats not for here.

You have a very strange problem, provided youve done everything correctly. I'd have to see your vmf to see whats wrong... but I'm too busy to take a look. Hopefully DK can find the problem.
"If you talk at all during this lesson, you have detention. Do you understand?"
  • My yr11 Economics teacher
Re: Another Skybox Issue! Posted by Dark_Kilauea on Tue Jul 19th 2005 at 8:56pm
Dark_Kilauea
629 posts
Posted 2005-07-19 8:56pm
629 posts 123 snarkmarks Registered: Apr 15th 2005 Occupation: Fast Food Location: USA
I took a look, and found nothing. Your map looked exactly like it was supposed too, and the skybox was fine...

You do have a few errors to sort out, namely:

Compile:
  • "WARNING: Cluster portals saw into cluster" x11
  • zero area child patch
In game:

[list]

[*] SurfFlagsToSortGroup: unhandled flags (400840) (de_aztec/road01_cheap)!
  • This implies you have a surface (usually a displacement) embedded in solid.
  • Look near (2859.0, -1770.0, -12.0)</li>
[*] SurfFlagsToSortGroup: unhandled flags (400800) (de_aztec/road01_cheap)!
  • This implies you have a surface (usually a displacement) embedded in solid.
  • Look near (2802.0, -988.0, 8.0)</li>
[*] SurfFlagsToSortGroup: unhandled flags (400800) (de_aztec/road01_cheap)!
  • This implies you have a surface (usually a displacement) embedded in solid.
  • Look near (2704.0, -858.0, 8.0)</li>
[*] SurfFlagsToSortGroup: unhandled flags (400840) (de_aztec/road01_cheap)!
  • This implies you have a surface (usually a displacement) embedded in solid.
  • Look near (2704.0, -1118.0, 8.0)</li>
[*] SurfFlagsToSortGroup: unhandled flags (400840) (de_aztec/road01_cheap)!
  • This implies you have a surface (usually a displacement) embedded in solid.
  • Look near (2514.0, -1770.0, 21.0)</li>
[*] SurfFlagsToSortGroup: unhandled flags (400800) (de_aztec/road01_cheap)!
  • This implies you have a surface (usually a displacement) embedded in solid.
  • Look near (3204.0, -1770.0, 21.0)</li>
[*] SurfFlagsToSortGroup: unhandled flags (400800) (de_aztec/road01_cheap)!
  • This implies you have a surface (usually a displacement) embedded in solid.
  • Look near (2859.0, -1570.0, 21.0)</li>
[*] SurfFlagsToSortGroup: unhandled flags (400840) (de_aztec/road01_cheap)!
  • This implies you have a surface (usually a displacement) embedded in solid.
  • Look near (2859.0, -1970.0, 21.0)</li>
[*] SurfFlagsToSortGroup: unhandled flags (400800) (de_aztec/road01_cheap)!
  • This implies you have a surface (usually a displacement) embedded in solid.
  • Look near (2906.8, -715.7, 15.0)</li>
[/list]

One last thing, how do you play a surf map?

Until later...
Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/
Re: Another Skybox Issue! Posted by dancingisillegal on Wed Jul 20th 2005 at 1:41am
dancingisillegal
24 posts
Posted 2005-07-20 1:41am
24 posts 2 snarkmarks Registered: Feb 21st 2005
Thanks for checking it out Dark. Do you think that if I fix those errors that it will fix the problem? I hope so.

Surf maps are quite intesting. Basically, in the map there are
platforms that serve much like a race course or obstacle course. You
start out by jumping on the first surf block, and strafe against it.
This strafe glitch lets you "surf" along these blocks, and usually the
maps are set up to have jumps and sometimes incoroporate dm. Its quite
addicting, I must say.

I'll try and fix those problems.
Re: Another Skybox Issue! Posted by Myrk- on Wed Jul 20th 2005 at 10:42am
Myrk-
2299 posts
Posted 2005-07-20 10:42am
Myrk-
member
2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
Place your skybox far far away in the grid. Sounds like you have it right next door. Also run Vis j00 fewl.
-[Better to be Honest than Kind]-