Sky Problem Created 18 years ago2006-03-05 18:18:52 UTC by Boxtop17 Boxtop17

Created 18 years ago2006-03-05 18:18:52 UTC by Boxtop17 Boxtop17

Posted 18 years ago2006-03-05 18:18:52 UTC Post #166574
The other day I was editing one of my maps, and after I compiled it to test it, I noticed this: http://i39.photobucket.com/albums/e155/LordBoxtop/misc/wtfskybox.png

I never noticed this before while making my map, and it didn't come up until I resized one of my rooms. I know this isn't supposed to happen. Maybe I'm compiling it with the Spirit of Half-Life setting or something. Anyway, can someone help me fix this?

And just to prove that I didn't encompass my map in a skybox or anything, here's the offending section in the editor: http://i39.photobucket.com/albums/e155/LordBoxtop/misc/skybox.png

Thanks!
Posted 18 years ago2006-03-05 18:33:59 UTC Post #166575
This happends when you compile with fast vis or normal vis. Full vis will fix this, so just ignore this for now, but make sure compile with full vis when you're ready to release your map to the public.
Posted 18 years ago2006-03-05 18:38:21 UTC Post #166578
Okay. Thanks.
Posted 18 years ago2006-03-05 21:10:26 UTC Post #166604
how do you compile in full vis? and this is on topic because if you take a look at my de_space level, the same happens at the c-t spawn window.

of course at the time i was told... "it happens"
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-03-05 21:20:52 UTC Post #166606
When you press F9, you get a box full of compiling options. Under the VIS section, select the "Full vis" option.
Posted 18 years ago2006-03-05 22:38:18 UTC Post #166612
Even if full vis solves the problem, you might want to design an outside wall (visible from the window) covering that part of the map, for the sake of architectural logic. If you see those brushes through the window, some part of a building should be visible.
Posted 18 years ago2006-03-05 22:48:03 UTC Post #166614
i dont have a full vis option, i only see:

Run Vis---
| ( ) No |
| (0) Normal|
| ( ) Fast |
little diagram for ya
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-03-06 02:45:36 UTC Post #166621
Nice representation lol!

You have to do it in expert compile

Click the "expert" button.
Underneath, click on the string that has "VIS" in it.
Under Parameters add: -full
Then compile.

Should be good to go.

Clicky
Posted 18 years ago2006-03-06 17:16:46 UTC Post #166730
Hey i think of that not as a bug or vis thing , Ive always knew that you should never but a skybox infront of walls , etc , It shows all of it. Thats why i've usually put walls around the box so you cant see!1
Instant Mix Instant MixTitle commitment issues
Posted 18 years ago2006-03-06 17:32:41 UTC Post #166731
a nice fix would be to add a little scenery to the outside area. Build the other wall's outer side, or even add another window for an enemy to snipe you from. or whatever.

/2cents
Rimrook RimrookSince 2003
Posted 18 years ago2006-03-06 18:33:45 UTC Post #166746
I'm with Rimrook here. This is not a vis problem, it's a design problem. In real-life, you would naturally be able to look into that room from that window, or actually, onto the wall that surrounds that room...

But oh well, it has been said above... ;)
Posted 18 years ago2006-03-06 19:48:01 UTC Post #166758
Yeah. My map sucks anyway. I think I'll just scrap it and make a new one.

[quote]
i dont have a full vis option, i only see:
Run Vis---
| ( ) No |
| (0) Normal|
| ( ) Fast |
[/quote]

Oh. I thought there was a "Full" option in there. My bad.
Posted 18 years ago2006-03-06 21:51:12 UTC Post #166766
thanks rowley bob
does it really make a huge difference on the quality of the map?
oh and what do that chart thing do
dont scrap your map
you could add some scenery, as said above.
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-03-07 02:26:23 UTC Post #166775
I personally feel that adding scenery to said location just wouldn't really look right; the entrance point is more like a airplane loading walkway than anything else. I might have to make a different entrance point, like a tram ride or something.
Posted 18 years ago2006-03-07 05:37:04 UTC Post #166787
I always run with "full VIS". Try running with "VIS off" and notice how high your wpolys go! This is because without VIS or VIS with -fast, the engine renders everything at the same time, or too much at the same time in the case of using "fast VIS".

Running "Full VIS" also makes RAD run more efficiently I'm told.

Check here for a list of what all the compile paramaters do, for each compile stage...
Posted 18 years ago2006-03-08 15:44:23 UTC Post #167021
Huh, I never thought about compiling in full vis (I think Mappy 1 was compiled with fast/normal vis.) I'll try that next time and see what happens.
Posted 18 years ago2006-03-09 10:00:20 UTC Post #167164
It will still be there... I experimented before, and it failed. Seems more like an addition to the myraid of HL engine rendering bugs. :)
Posted 18 years ago2006-03-09 11:02:18 UTC Post #167172
How much time does it take for you guys to find out it's a design problem, not a compile problem? In real-life, you'd see the outside of that room through that window, but since you haven't placed one in your map and that room is in the potentially visibility set while looking through the room, guess what you'll see through the window...

Running VIS on full does more raytracings as far as I know, so it isn't a magical solution - it's just more precise. You may even get more polygons drawn to screen at some points because the fast VIS missed a few connections...
Posted 18 years ago2006-03-10 22:10:36 UTC Post #167603
You will see the other wall. But shouldn't it show the outside of that place rather than inside? Because it is textured.
Posted 18 years ago2006-03-11 03:15:39 UTC Post #167619
i dont beleive so, the engine doesnt render faces that touch the void, which is why i think this whole problem is happening in the first place.. its one of the reasons why you get that warpy thing when you noclip into the void.

unless you ser gl_clear 1 which turns the void a solid color.

maybe if you put another brush next to it,, hollow it out, stick a useless entity in it.. like... maybe a trigger target without a name?
it will give the illusion of another wall, and you can even put a window in.
-another 2 cents
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-03-11 07:13:55 UTC Post #167658
Just extend the skybrushes at this point a bit, to create a sort of skybrush 'room' outside the window, so the wall doesn't touch the void anymore. Voila, visible outside wall.
Posted 18 years ago2006-03-11 23:55:45 UTC Post #167845
I don't like using that skybox extention technique, as the last time I did it, the polycount jacked up and made the map run at only 4fps. :zonked:
Posted 18 years ago2006-03-12 09:47:25 UTC Post #167909
I don't mean you should surround the whole map with a skybox, only create a small skybox 'room' so that that wall becomes visible. Skybrushes are just brushes when it comes down to dividing the map up into rooms, you know.
You must be logged in to post a response.