Sky texture question Created 11 years ago2013-02-10 03:03:57 UTC by zeeba-G zeeba-G

Created 11 years ago2013-02-10 03:03:57 UTC by zeeba-G zeeba-G

Posted 11 years ago2013-02-10 03:03:57 UTC Post #312536
I've seen it done where a room's walls are textured with the sky texture and you cannot see into the surrounding rooms. When I try this you can see through the sky textured walls into the other rooms. Does anyone know how to do this?
Posted 11 years ago2013-02-10 03:50:55 UTC Post #312537
I don't think you saw what you thought you saw, since a skybrush itself will always render invisible afaik.

What i think you saw is someone made an additional texture from the environment texture, at least that would be my first guess ;)

Do you remember the map?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2013-02-10 05:08:24 UTC Post #312538
Yea I even checked, its a map for counterstrike 1.6, blahhh by Nipper. Maybe it just happens that way in cs 1.6... I tried in condition zero.

I also assumed that I was mistaken until I checked.

Edit: Oh maybe if I just layer the room with another brush all around it.

Double Edit: Nothing seems to be working. Maybe I can decompile the map to find out what was done.
Posted 11 years ago2013-02-10 06:24:30 UTC Post #312540
Through sky brushses, you can see whatever VIS can see. Clever use of hint and null brushes + special geometry around the sky brush itself could fix your problem.
Posted 11 years ago2013-02-10 06:50:30 UTC Post #312541
Could you do an example soup? that could be pretty damn useful, especially hiding "see-through" areas of skybox, with a concave layout, where there are no walls to hide the overlap!

meanwilst i'm gonna try out that nipper map and see what zeeba is talking about, i think i already have it..

edit
I see you were right zeeba! I will now munch on my own words =)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2013-02-10 07:19:52 UTC Post #312542
I decompiled the map but couldn't see anything unusual. One part was two layers of sky textured brush and then a third layer brush with a wall texture but this may have been because of the decompile as it wasn't the same on the other walls.

I've never used hint brushes, hmm.
Posted 11 years ago2013-02-10 07:22:16 UTC Post #312543
maybe the cooridor is just far enough away so vis isn't rendering it, in other words, no special trickery needed here; In other cases--such as i described above--, this method will not work ='(

So i guess it depends on what you're trying to do exaclty :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2013-02-10 07:26:32 UTC Post #312544
In one of the spawns it does it to areas directly surrounding it. I actually pm'ed Nipper the guy who mapped it on gamebanana. We'll see if he responds.
Posted 11 years ago2013-02-10 07:32:26 UTC Post #312545
Link to map i'll paw around with it trying SSSSOUPINATOR's! method if you want.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2013-02-10 08:32:36 UTC Post #312546
Just use multi layers or a thick skybox.
Made an example:

https://dl.dropbox.com/u/54462712/Mapping/SkyRender.7z

[E] > Uses cs_dust.wad
Stojke StojkeUnreal
Posted 11 years ago2013-02-10 09:53:43 UTC Post #312547
Awesome Stojkens! I wish i knew that like 6 years ago! =)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2013-02-10 10:25:13 UTC Post #312548
Sure is :D
Well, know how they say, you learn something new each day.
Stojke StojkeUnreal
Posted 11 years ago2013-02-10 18:46:39 UTC Post #312551
Strojke as soon as I link two of the areas with a hallway you can then see through the sky into the other areas. I think it only worked for you because the areas weren't accessible.
Posted 11 years ago2013-02-10 20:15:42 UTC Post #312552
Well, truth is it is just like soup says, but a thick skybox should block off VIS:

https://dl.dropbox.com/u/54462712/Mapping/SkyRender2.7z

I didnt try multi layer, you will need to experiment.
Stojke StojkeUnreal
Posted 11 years ago2013-02-12 05:39:51 UTC Post #312581
Edit: Nevermind, I thought you were on about something else.
Posted 11 years ago2013-02-12 22:05:41 UTC Post #312587
Maybe it is just that it was in cs 1.6. I'll mess around some more with it soon.
Posted 11 years ago2013-02-12 22:09:27 UTC Post #312588
I've always wondered this. You can see this in some of the original Half Life maps.

I wish I had screenshots of it at hand, but I can't find them at the BMS site (even if I know I've seen them there) and I don't remember what the chapter is called (or even where it is in the game), but it's where you come out of an underground parking lot just to see a gargantua fighting some soldiers, a plane flying overhead dropping bombs on them and a tank with a handful of grunts around it at the far end of the road.

When you get into the building closest to the road (where you find a Barney in the locker room) there are small windows through which you can only see the skybox from the inside, and a black brush from the outside. Yet they are the same windows and there is no map change in between the areas.
Posted 11 years ago2013-02-12 23:57:36 UTC Post #312589
This, right:

Outside the building:
User posted image
Inside the building:
User posted image
Map is c2a5e.
Posted 11 years ago2013-02-13 00:47:15 UTC Post #312590
Inspection shows that its composed out of 3 parts:
User posted image
They are encased into the Func_wall entity thats the window bar texture.
The two other parts are solids.

The front solid has a SKY texture on it, while the other side is BLACK. The second solid has BLACK on both sides.

This way VIS is blocked, but i tried this before and all i got was a black box behind my sky...

Just tested it, it works:
BSP File
RMF File
[Halflife.wad | cs_dust.wad]
Stojke StojkeUnreal
Posted 11 years ago2013-02-13 03:29:33 UTC Post #312594
YES! That place exactly. Thanks Atom, glad my description was clear enough :D
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