Problems with rendering distance Created 13 years ago2011-03-17 19:59:16 UTC by Badd Badd

Created 13 years ago2011-03-17 19:59:16 UTC by Badd Badd

Posted 13 years ago2011-03-17 19:59:16 UTC Post #291876
Hi TWHL Crew, having a problem with rendering distance in a map i am making. The walls disappear at very short distance. When looking across the map the view will gradually change to the skybox texture. How do i render the visual distance longer to see all of the map and not have it be replaced with the skybox.

Thanks you guys are great

Badd
Posted 13 years ago2011-03-17 20:03:44 UTC Post #291877
Go to the "Map" tab in Hammer, "Map Properties" then go to the view distance property and double it.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2011-03-17 20:10:01 UTC Post #291878
User posted image
Hope that helps.

/edits/Joeninja'd
Posted 13 years ago2011-03-17 20:11:52 UTC Post #291879
Go to the "Map" tab in Hammer, "Map Properties" then go to the view distance property and double it.
This only has effect on the map ingame, for it to have effect in the editor, go to menu Tools, Options, 3D View tab and move the Back clipping plane slide to the right. This affects only world geometry, not models. If you want to increase the view distance for models, move the Model render distance slider to the right.
The Mad Carrot The Mad CarrotMad Carrot
Posted 13 years ago2011-03-18 00:08:06 UTC Post #291881
Yes but he was talking about seeing sky, so his problem is not in Hammer. Of course, that'll help too.
Posted 13 years ago2011-03-18 02:16:49 UTC Post #291883
15000? O_O

I remember having errors with render distance over 6000... Compiler didnt want to compile.
Stojke StojkeUnreal
Posted 13 years ago2011-03-18 09:42:41 UTC Post #291890
_< I use zoners, silencers, and some other 3rd party compiler.. my maxes are all kinds at ends of the spectrum. Though, those are the defaults you can set that varient at.. look it up at uhm.. tommy's hl fixes, or whatever that place is called.
Also, get compilator, it's much better about smashing errors into maps and making a working .bsp out of them.
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