Func_walls visible through sky Created 15 years ago2009-05-12 23:28:07 UTC by Soup Miner Soup Miner

Created 15 years ago2009-05-12 23:28:07 UTC by Soup Miner Soup Miner

Posted 15 years ago2009-05-12 23:34:56 UTC Post #266864
By far, one of the most irritating problems ever. Period. This problem's been plaguing me for weeks. Jump off a cliff and land in a fire.

I've got two totally separate sky boxes, and I can see func_walls through them. Now vis should be blocking them, right? Well it's not, and that's the damn problem. This is the general idea:
User posted image
Here's what I see from the bottom box, looking up:
User posted image
And here's what I see looking down from the top box:
User posted image
BUT WAIT, it gets better, because the only entities that are showing through the sky are func_walls. And some of the func_walls aren't shown through the sky.
User posted image
Things that don't fix this problem:
-Running full vis
-Moving the top to the bottom, or vice versa
-Using a hint brush to block vis between the two boxes
-Putting a normal brush between the two boxes, either inside or outside the sky
Posted 15 years ago2009-05-12 23:50:31 UTC Post #266865
Why don't you just move the two boxes away from each other?
Posted 15 years ago2009-05-13 00:58:33 UTC Post #266867
I would strangle you if I could for saying that.
Edit: The boxes are very, very large, and require a very large draw distance. They're already 768 units apart, and the distance between the closest func_walls is about 2000 units. So unfortunately, spacing them apart won't change anything, and even if I could make them disappear with the draw distance, the wpoly count would still be the same.
Posted 15 years ago2009-05-13 01:41:32 UTC Post #266868
why don't you surround your sky box with a null box? sky brush aren't generally that solid. Without sky clip, they resemble water.
Rimrook RimrookSince 2003
Posted 15 years ago2009-05-13 03:29:41 UTC Post #266873
Can't you see through a null box anyway?
Jessie JessieTrans Rights <3
Posted 15 years ago2009-05-13 04:59:53 UTC Post #266880
why don't you surround your sky box with a null box? sky brush aren't generally that solid. Without sky clip, they resemble water.
Just finished testing this. Didn't work. God dammit.
Posted 15 years ago2009-05-13 05:27:08 UTC Post #266882
Do you teleport between the boxes, or what? Depending on how that's set up, you could just toggle the func_walls to disappear with an env_render...

But I want to just clarify, are all the func_walls you're having trouble with nulled on at least one face?
Posted 15 years ago2009-05-13 06:00:22 UTC Post #266883
can you edit the max view distance to fix it? If your gameplay area isn't big an open, it should work just fine.

edit: just read the actual thread, my bad.
Posted 15 years ago2009-05-13 12:42:34 UTC Post #266891
Do you teleport between the boxes, or what? Depending on how that's set up, you could just toggle the func_walls to disappear with an env_render...
Wouldn't work for DM, unfortunately.
But I want to just clarify, are all the func_walls you're having trouble with nulled on at least one face?]
Yes, but so are many of the other entities that can't be seen.
Compiling now with a few func_walls "denulled" to see if it's a fix, but wpoly is going to rise because of it. Be back in about 2 hours with the results.
Posted 15 years ago2009-05-13 13:18:17 UTC Post #266892
I just made two skyboxes, placed some func_walls in both, changed max view distance to 20000 and went ingame to see if they can be seen through the skybox boundaries. They weren't. Weird.

This is an interesting problem though.
Posted 15 years ago2009-05-13 13:47:47 UTC Post #266893
You're using ZHLT 3.4 Final, right?
Posted 15 years ago2009-05-13 14:01:15 UTC Post #266894
Posted 15 years ago2009-05-13 14:43:17 UTC Post #266895
Denulling didn't work.
Posted 15 years ago2009-05-13 15:15:23 UTC Post #266896
You said that some func_walls can be seen through the sky and some not.

Is there a specific difference between those, property wise?
Posted 15 years ago2009-05-13 15:49:37 UTC Post #266897
Looks like Imageshack didn't like the name of that last picture.
Here it is again:
http://img2.imageshack.us/img2/8043/imagefail.jpg
The only difference between the stone trim on the bottom and the wooden trim on the top is that the stone had nulled faces. But denulling the stone trim didn't fix it, so for that instance, there was no difference between the two other than the texture I used.

This is probably worth noting, now.
User posted image
This was taken from a hollow box at the very top of the grid, above everything else in the map. There is nothing in this box but point entities and it's textured with the generic black texture.
This greatly disturbs me, because it means that these func_walls are being completely ignored by vis all together.

Edit: Compiling again with the walls change to func_illusionaries...
Posted 15 years ago2009-05-13 16:56:04 UTC Post #266899
the only brushes that you said where visible through the skybox where func_walls with "solid" texture rendering mode...

...The answer should hit you right in the face right about now. (I donno how you'll go about fixing it but...)
Posted 15 years ago2009-05-13 17:03:35 UTC Post #266900
No. I never said that. God dammit, go die of AIDS.
Why in the name of Satan's firey asshole would I apply solid rendering to a block of stone?
Posted 15 years ago2009-05-13 17:06:48 UTC Post #266902
This is what is visible from the bottom box. It's a func_wall with solid rendering
This guy right here is a func_wall, but is NOT visible from the bottom skybox.
There is no nulling on this entity, or anything special about it's setting
there are also func_illusionaries, func_conveyers, and func_waters in both boxes of varying render amounts. None of these other entities can be seen through the skybox brushes.
this is a segment of the many func_walls that are visible through the top brush. they are all trims like this part, and have all been nulled on the bottom face. there is no special rendering on them.
Posted 15 years ago2009-05-13 17:16:17 UTC Post #266903
this is a segment of the many func_walls that are visible through the top brush. they are all trims like this part, and have all been nulled on the bottom face. there is no special rendering on them.
there is no special rendering on them.
Christ, do you even read these things before you throw them out there?
Posted 15 years ago2009-05-13 18:06:52 UTC Post #266904
If you trust me, you can send the rmf + files to me. I can fix it in like 2 mins.
Posted 15 years ago2009-05-13 19:20:37 UTC Post #266907
???
If it's a two minute job, can't you just tell me what you'd do?
Posted 15 years ago2009-05-13 19:48:53 UTC Post #266909
Obviously it's classified trade secrets. :roll:

Another thing, you haven't by any chance made all the trim into one big func_wall have you? 'Cause I'm going to slap you with a large wet trout if you did.

You need to try and pinpoint the reason that these trim brushes in particular are so special. Try and reproduce the effect if you can. If you can't, then would the error still appear if you simply recreated every one of those trim brushes?
Posted 15 years ago2009-05-13 21:26:02 UTC Post #266912
Illusionary was a no go.
Another thing, you haven't by any chance made all the trim into one big func_wall have you?
On that note, I just now saw that there are 4, smaller func_walls with the exact same trim setup that can't be seen from the upper box. Of the trims that didn't show up, the most brushes that any func_wall used was 14. The func_walls that are being ignored use... a lot more.

It's not all one entity. There's 13 of them, but they combine a lot of brushes.

For the love of God, don't tell me that they are bypassing vis just because they use a lot of brushes...
Splitting them up now and recompiling.
Posted 15 years ago2009-05-13 22:09:01 UTC Post #266916
Preparing large wet trout now.
Posted 15 years ago2009-05-13 22:09:18 UTC Post #266917
Only if the compile turns out successful.
Posted 15 years ago2009-05-14 03:08:13 UTC Post #266924
Bust out that trout, Srry. Breaking up the func_walls to combine less brushes fixed it. But how was I supposed to know that?

Well, now there's a strong chance that I'll be dealing with "too many visible entities" soon, but that's another problem.

Thanks to everyone who tried to lend a helping hand.
Posted 15 years ago2009-05-14 06:12:04 UTC Post #266925
I want pics of this trout/face interaction.
Strider StriderTuned to a dead channel.
Posted 15 years ago2009-05-16 05:51:54 UTC Post #267068
lol, I totally missed this.

/begins slapping World Crafter around with a large wet trout

Brush-based entities cause all kinds of problems when they're that large. Vis won't split them up, so they end up all over your leafs.
Posted 15 years ago2009-05-16 16:43:51 UTC Post #267095
User posted image
Have you fixed that yet?
Posted 15 years ago2009-05-16 17:16:01 UTC Post #267105
I've fixed the bottom, but the top has to remain solid. If skylight isn't blocked there, the model prop that goes there isn't lit properly.
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