• 3d Skybox problem
    16 replies, posted
I followed a tutorial on youtube on how to get a 3d skybox, and this is what I see when I compile and load the map [img]http://i12.photobucket.com/albums/a237/TheFrisk/skyboxproblem.png[/img] Anybody know what amateur mistake I made that would have caused this to not work?
Can you post the compile log? It looks like a leak to me.
Sure Here's the log. [code] ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\thefrisk666\sourcesdk\bin\orangebox\bin\vbsp.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\thefrisk666\half-life 2 episode two\ep2" "C:\Users\Kevin\Documents\islandbattle" Valve Software - vbsp.exe (May 19 2009) 8 threads materialPath: c:\program files (x86)\steam\steamapps\thefrisk666\half-life 2 episode two\ep2\materials Loading C:\Users\Kevin\Documents\islandbattle.vmf Patching WVT material: maps/islandbattle/nature/blendsandrock004c_wvt_patch fixing up env_cubemap materials on brush sides... ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0) ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\thefrisk666\sourcesdk\bin\orangebox\bin\vvis.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\thefrisk666\half-life 2 episode two\ep2" -fast "C:\Users\Kevin\Documents\islandbattle" Valve Software - vvis.exe (May 19 2009) fastvis = true 8 threads reading c:\users\kevin\documents\islandbattle.bsp reading c:\users\kevin\documents\islandbattle.prt LoadPortals: couldn't read c:\users\kevin\documents\islandbattle.prt ** Executing... ** Command: "c:\program files (x86)\steam\steamapps\thefrisk666\sourcesdk\bin\orangebox\bin\vrad.exe" ** Parameters: -game "c:\program files (x86)\steam\steamapps\thefrisk666\half-life 2 episode two\ep2" -noextra "C:\Users\Kevin\Documents\islandbattle" Valve Software - vrad.exe SSE (May 19 2009) Valve Radiosity Simulator 8 threads [Reading texlights from 'lights.rad'] [48 texlights parsed from 'lights.rad'] Loading c:\users\kevin\documents\islandbattle.bsp Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Patch Sample Radius Clamped! Setting up ray-trace acceleration structure... Done (0.86 seconds) 4280 faces 9 degenerate faces 6513687 square feet [937970944.00 square inches] 24 Displacements 3667978 Square Feet [528188832.00 Square Inches] 4271 patches before subdivision zero area child patch 30099 patches after subdivision sun extent from map=0.000000 2 direct lights BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3) BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (6) transfers 3378225, max 1029 transfer lists: 25.8 megs GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #1 added RGB(53679, 38827, 16354) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #2 added RGB(4463, 3114, 1206) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #3 added RGB(2598, 1636, 434) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #4 added RGB(241, 149, 37) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #5 added RGB(171, 94, 15) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #6 added RGB(17, 9, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #7 added RGB(12, 6, 1) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0) Bounce #8 added RGB(1, 1, 0) GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1) Bounce #9 added RGB(1, 0, 0) Build Patch/Sample Hash Table(s).....Done<0.0137 sec> FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (4) FinalLightFace Done Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10 0 of 0 (0% of) surface lights went in leaf ambient cubes. ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (6) Writing leaf ambient...done Ready to Finish Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 16/1024 768/49152 ( 1.6%) brushes 409/8192 4908/98304 ( 5.0%) brushsides 3986/65536 31888/524288 ( 6.1%) planes 3634/65536 72680/1310720 ( 5.5%) vertexes 5555/65536 66660/786432 ( 8.5%) nodes 3391/65536 108512/2097152 ( 5.2%) texinfos 195/12288 14040/884736 ( 1.6%) texdata 16/2048 512/65536 ( 0.8%) dispinfos 24/0 4224/0 ( 0.0%) disp_verts 5688/0 113760/0 ( 0.0%) disp_tris 9984/0 19968/0 ( 0.0%) disp_lmsamples 233624/0 233624/0 ( 0.0%) faces 4280/65536 239680/3670016 ( 6.5%) hdr faces 0/65536 0/3670016 ( 0.0%) origfaces 1584/65536 88704/3670016 ( 2.4%) leaves 3408/65536 109056/2097152 ( 5.2%) leaffaces 4493/65536 8986/131072 ( 6.9%) leafbrushes 2476/65536 4952/131072 ( 3.8%) areas 3/256 24/2048 ( 1.2%) surfedges 26650/512000 106600/2048000 ( 5.2%) edges 14599/256000 58396/1024000 ( 5.7%) LDR worldlights 2/8192 176/720896 ( 0.0%) HDR worldlights 0/8192 0/720896 ( 0.0%) leafwaterdata 2/32768 24/393216 ( 0.0%) waterstrips 295/32768 2950/327680 ( 0.9%) waterverts 0/65536 0/786432 ( 0.0%) waterindices 4623/65536 9246/131072 ( 7.1%) cubemapsamples 0/1024 0/16384 ( 0.0%) overlays 0/512 0/180224 ( 0.0%) LDR lightdata [variable] 2199396/0 ( 0.0%) HDR lightdata [variable] 0/0 ( 0.0%) visdata [variable] 729019/16777216 ( 4.3%) entdata [variable] 11145/393216 ( 2.8%) LDR ambient table 3408/65536 13632/262144 ( 5.2%) HDR ambient table 3408/65536 13632/262144 ( 5.2%) LDR leaf ambient 12620/65536 353360/1835008 (19.3%) HDR leaf ambient 3408/65536 95424/1835008 ( 5.2%) occluders 0/0 0/0 ( 0.0%) occluder polygons 0/0 0/0 ( 0.0%) occluder vert ind 0/0 0/0 ( 0.0%) detail props [variable] 1/542816 ( 0.0%) dtl prp lght [variable] 1/4 (25.0%) HDR dtl prp lght [variable] 1/4 (25.0%) static props [variable] 1/206 ( 0.5%) pakfile [variable] 174457/0 ( 0.0%) physics [variable] 172082/4194304 ( 4.1%) physics terrain [variable] 11500/1048576 ( 1.1%) Level flags = 0 Total triangle count: 11493 Writing c:\users\kevin\documents\islandbattle.bsp 29 seconds elapsed ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Kevin\Documents\islandbattle.bsp" "c:\program files (x86)\steam\steamapps\thefrisk666\half-life 2 episode two\ep2\maps\islandbattle.bsp" [/code]
Try compiling with vis set to normal.
Still looks the same :\
Found this just now: [quote]zero area child patch[/quote] I'm not sure myself, but I think it's got something to do with lightmaps not being caclulated correctly for a certain face, or if its an invalid brush or something like that. Try and find that face. Also, can you take a hammer screenshot of your 3d skybox?
Ok, I'll look for something like that. And here's the screenshot. [img]http://i12.photobucket.com/albums/a237/TheFrisk/hammerskybox.png[/img] I'm pretty new to hammer, so the problem is probably something noticeable in the screenshot that I'm unaware of.
So... is that a screenshot of your skybox or the actual map? Because you need two separate parts: your map that the player can access, and the 1/16th scale skybox.
It should look something like this: one skybox for the player to access (as the above user said) and one where your 3d skybox will be Left one is 3d skybox the other is player area [img]http://img516.imageshack.us/img516/1389/screen03vx9.jpg[/img]
You don't need a light_environment in both but that's basically it.
Try setting the 3dskybox's sky walls to skybox2d. I fixed the problem with this when I did that.
[QUOTE=HighdefGE;20868941]Can you post the compile log? It looks like a leak to me.[/QUOTE] There's water.
[QUOTE=~ZOMG;20873209]There's water.[/QUOTE] Which seems to be "broken".
Whose video did you follow?
[QUOTE=CoolCorky;20871115]So... is that a screenshot of your skybox or the actual map? Because you need two separate parts: your map that the player can access, and the 1/16th scale skybox.[/QUOTE] That picture was just a screenshot of the skybox. I do have two separate parts. [IMG]http://i12.photobucket.com/albums/a237/TheFrisk/hammer4.png[/IMG] [QUOTE=HighdefGE;20875376]Which seems to be "broken".[/QUOTE] How exactly would I go about fixing the water? [QUOTE='[yournamehere];20876178']Whose video did you follow?[/QUOTE] [url]http://www.youtube.com/watch?v=yYjDinpO_Vs[/url] I followed that video. There isn't any water in the video
[QUOTE=Frisk;20879680]That picture was just a screenshot of the skybox. I do have two separate parts. [IMG]http://i12.photobucket.com/albums/a237/TheFrisk/hammer4.png[/IMG] How exactly would I go about fixing the water? [url]http://www.youtube.com/watch?v=yYjDinpO_Vs[/url] I followed that video. There isn't any water in the video[/QUOTE] Wow... That guy doesn't even really know what hes talking about in his tutorial. Your brush work looks bad in that picture, and its hard to see. Don't listen to him about hollowing, he doesn't know that that is bad probably. You are better off restarting your map from scratch, and doing it the right way. Use these sites, please. [url]www.interlopers.net[/url] and [url]http://www.halfwit-2.com/[/url]
I only followed the second half of his tutorial on how to add the skybox, not the beginning about how to build a map. And it's hard to see because I zoomed out so you could see that I have both a normal part, and the 3d skybox part. But thank you for those sites. Bookmarked them, and will be reading them later.
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