[QUOTE=IronPhoenix;41723645]Describe exactly how you are making your skybox?[/QUOTE]
Okay there is the outside wall of the map like normal hollowed. A couple feet in on all sides but the floor there is the sky box hollowed with no Floor did it after laid the ground down. I textured it sky box. Let the map settings stay default sky box material. does not show anything but the sky box material after compiled. So I tried spawning the sky camera and setting it up like a 3d all though I was trying 2d. Seems none of the materials post on the walls of the sky box no matter what material I am choosing. I also tried the 2d sky box material on the sky box wall. Also the env_environment does not seem to want to brighten or darken the map to my specifications. Watched multiple tutorials every time I thought it would work it did not. I got the env_environment to brighten it once but did not agree with settings, now I am making a night map so I still need the environment to have a small amount of light even though I am lighting the buildings.
First off, don't use hollow or carve. Build the brushes tight around all 6 edges of the map. Ensure they are built properly. What are your compile settings, are you running vrad or normal or fast?
I'm going to drop you a link to a vmf here that has a skybox, i want you to compile it and see if it works. [url]https://www.dropbox.com/s/jf1gd3d1nbyiifr/groundzero.vmf[/url]
If all of this fails, post your compile log.
[QUOTE=IronPhoenix;41724405]First off, don't use hollow or carve. Build the brushes tight around all 6 edges of the map. Ensure they are built properly. What are your compile settings, are you running vrad or normal or fast?
I'm going to drop you a link to a vmf here that has a skybox, i want you to compile it and see if it works. [url]https://www.dropbox.com/s/jf1gd3d1nbyiifr/groundzero.vmf[/url]
If all of this fails, post your compile log.[/QUOTE]
The answer is yes the sky box worked after I compiled that map.
[QUOTE=agarwhrajha;41726058]The answer is yes the sky box worked after I compiled that map.[/QUOTE]
Right, its an issue with your map setup then. Compile your map, and dump the log here.
[QUOTE=IronPhoenix;41726198]Right, its an issue with your map setup then. Compile your map, and dump the log here.[/QUOTE]
[url]https://mega.co.nz/#!pNAXSTCQ!eHNwP3P2ZX9N6_LTZj6tHkClhpd-UTxWSOKDzjsm2i8[/url] i uploaded here let me know if the link works for the log file.
Just paste it in the forum.
[QUOTE=IronPhoenix;41726367]Just paste it in the forum.[/QUOTE]
it is to long I tried.
[QUOTE=agarwhrajha;41726656]it is to long I tried.[/QUOTE]
What do you mean too long?
Put it in code tags, and we don't need it from every single compile, just the last one. Hit compile with the "dont run after compiling" box checked. Hit the copy log to clipboard button, then paste it here.
[URL=http://www.use.com/a60fbd4f7007e00c3c56?p=1][IMG]http://media.use.com/images/s_1/a60fbd4f7007e00c3c56_1.jpg[/IMG][/URL] [URL=http://www.use.com/a60fbd4f7007e00c3c56?p=2][IMG]http://media.use.com/images/s_1/a60fbd4f7007e00c3c56_2.jpg[/IMG][/URL] [URL=http://www.use.com/a60fbd4f7007e00c3c56?p=3][IMG]http://media.use.com/images/s_1/a60fbd4f7007e00c3c56_3.jpg[/IMG][/URL] [URL=http://www.use.com/a60fbd4f7007e00c3c56?p=4][IMG]http://media.use.com/images/s_1/a60fbd4f7007e00c3c56_4.jpg[/IMG][/URL]
was able to get skybox to do this. new problem one wall lacks material.... and they were all perfect fit i believe. I removed the log it was lagging this page. I undid and resized the walls to fit perfect hope that fixes the problem.
Recompiled with perfect aligned walls, it is still not showing the sky on that same wall. I do not know why. I can jump the fence and run into an invisible wall...
I moved that whole sky box wall closer in maybe that will fix it.
:smile:FIXED IT! With some help of the posts on this page.:smile:
[URL=http://www.use.com/69ceea4ad6d2e2e1926b?p=1][IMG]http://media.use.com/images/s_1/69ceea4ad6d2e2e1926b_1.jpg[/IMG][/URL] [URL=http://www.use.com/69ceea4ad6d2e2e1926b?p=2][IMG]http://media.use.com/images/s_1/69ceea4ad6d2e2e1926b_2.jpg[/IMG][/URL]:smile:
Now I have to redo the train path there and move fence and a few things and should be good.
FIXED the outside of the map and fence to fit like it was only 30-50 feet smaller on one side. Some reason the sky box was not loading.
UPDATED the top post with new pictures of the fix.
What all do you need for the light_environment to work just that entity or do you also need the sun?
[QUOTE=agarwhrajha;41734171]What all do you need for the light_environment to work just that entity or do you also need the sun?[/QUOTE]
The sun only draws a sun in the sky.
[QUOTE=agarwhrajha;41734171]What all do you need for the light_environment to work just that entity or do you also need the sun?[/QUOTE]
All you need is a light_environment. The env_sun entity just places a Sun/Moon effect of your specifications (via a glow sprite) into the skybox where it does not parallax. It doesn't actually produce any light or anything else.
-edit-
didn't see iron already answer.
What are the best materials to apply for best fps in game, fastest compiling time, also what is the best light map scale? I went through and materialized whole map nodraw except the inner sky box for the map. Need to know what I asked above to move forward. 250+ fps I do not want materials that drop this. Is there certain settings on each material so when in game it does not lose any fps at all?
[QUOTE=agarwhrajha;41736657]What are the best materials to apply for best fps in game, fastest compiling time, also what is the best light map scale? I went through and materialized whole map nodraw except the inner sky box for the map. Need to know what I asked above to move forward. 250+ fps I do not want materials that drop this. Is there certain settings on each material so when in game it does not lose any fps at all?[/QUOTE]
Materials will do jack shit to fps. The smaller the light scale, the more processing power will be needed. however, larger light scales will make shadows look worse, so its a balance between compile times and processing power and good looking lighting and shadows.
[QUOTE=IronPhoenix;41736849]Materials will do jack shit to fps. The smaller the light scale, the more processing power will be needed. however, larger light scales will make shadows look worse, so its a balance between compile times and processing power and good looking lighting and shadows.[/QUOTE]
I removed all materials went from 100-200 fps all the way to 250 fps so it does dramatically affect fps. Need to know which materials least affect fps now.
Do I want to fit the sky box material stretch it or leave it at 0.25? If there is a better setting for performance/quality I want it.
I am re materializing surfaces temp. So I can adjust things maybe find some lower fps eating materials.
You don't need to nodraw everything, non-visible surfaces that are covered by other brushes will automatically be culled when compiled. If you're concerned about fps, then I would recommend to use the lower resolution textures that are less than 512x512. Honestly though, I don't see the point in doing that in this day and age.
[QUOTE=Lamar;41737004]You don't need to nodraw everything, non-visible surfaces that are covered by other brushes will automatically be culled when compiled. If you're concerned about fps, then I would recommend to use the lower resolution textures that are less than 512x512. Honestly though, I don't see the point in doing that in this day and age.[/QUOTE]
no draw increases fps. I use nodraw tool on parts of the map that players wont see or are not needed.
[QUOTE=agarwhrajha;41738446]no draw increases fps. I use nodraw tool on parts of the map that players wont see or are not needed.[/QUOTE]
Nodraw will make a minute difference to the map, as source will do most of the work for you. If you have areas of the map that are still being drawn that cannot be seen, then you are doing something wrong. Most textures will be just 2d faces, so i am unsure why you believe they make a difference in fps. There are other things to worry about than the textures. Use of func_detail on small detail work for example. Use of area portals to prevent rendering of rooms that won't be seen when a door is shut. However, this is all stuff that can be done with the map is looking good. If you are still getting 100fps, then the textures don't matter.
[QUOTE=IronPhoenix;41739076]Nodraw will make a minute difference to the map, as source will do most of the work for you. If you have areas of the map that are still being drawn that cannot be seen, then you are doing something wrong. Most textures will be just 2d faces, so i am unsure why you believe they make a difference in fps. There are other things to worry about than the textures. Use of func_detail on small detail work for example. Use of area portals to prevent rendering of rooms that won't be seen when a door is shut. However, this is all stuff that can be done with the map is looking good. If you are still getting 100fps, then the textures don't matter.[/QUOTE]
I tried the no draw my maps so big I was able to notice a difference.
[QUOTE=agarwhrajha;41739465]I tried the no draw my maps so big I was able to notice a difference.[/QUOTE]
Then that most likely means your entire map is rendering at once which is worse then having no nodraw faces.
[QUOTE=wazanator;41740508]Then that most likely means your entire map is rendering at once which is worse then having no nodraw faces.[/QUOTE]
What tool do I use for outside the buildings? I am using area portal; for interior of buildings such as door entrances and stuff like that. Getting over 200 fps now but still have 1 1/2 sky scrapers to material and have walls added to. I want players to be able to see the top of the sky scrapers but do not know what tool to use outdoors on the map yet.
[editline]7th August 2013[/editline]
Any one know what entity is used for text on screen while looking/pointing at a button? Have not seen this used in a while. I have a lot of buttons so I need this.
[QUOTE=Joazzz;41697024]is that whole thing in a square-shaped cave or something?[/QUOTE]
I fixed the sky box since than looks better.
[QUOTE=GoldPlatinum;41698110]i say good job for the effort[/QUOTE]
Do you have any ideas for the map I am building? Any architectural ideas?
[QUOTE=GoldPlatinum;41698110]i say good job for the effort[/QUOTE]
Can anybody comment the cabinet/ table / bar I posted pictures on the first post at page 1 bottom of post one.
Textures are a bit stretched. Try either more high-res textures or make them more compact.
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