Hey everyone, I am building my first map of my school (go figure :dance:)
So I know how Hammer works and everything but I never really found teh RIGHT way to do a skybox. I know how to apply the texture and brush but I wanted to see what you guys did with the corners of the skybox and how you built them. I've always had leaks in the corners but could never figure out the leak.
Ensure your brushes are world brushes (if unsure, click the "To World" button to do it), that is a common source of leaks for new mappers I find. Obviously make sure he brushes seal up totally, the smallest of gaps will leak. Then just apply the skybox2D texture, set the skybox in the map properties and bam, skybox (there's not many ways to do them honestly :v:)
If you want a more optimal skybox, only place brushes where the player or other entity would be outside and exposed to the void rather than sticking the whole map in a big box.
[QUOTE=hexpunK;42071050]Ensure your brushes are world brushes (if unsure, click the "To World" button to do it), that is a common source of leaks for new mappers I find. Obviously make sure he brushes seal up totally, the smallest of gaps will leak. Then just apply the skybox2D texture, set the skybox in the map properties and bam, skybox (there's not many ways to do them honestly :v:)
If you want a more optimal skybox, only place brushes where the player or other entity would be outside and exposed to the void rather than sticking the whole map in a big box.[/QUOTE]
Yeah, I do all that; but I'm wondering if you [B]overlap or stop directly[/B] when you build the corners for the skybox
Stop at the corners, overlap doesn't really do anything. As long as the brushes touch totally, you're fine. Even if it's just one edge of the brush, rather than a whole face.
Overlapped brushes would be culled down to what touching edges does during compile anyway I believe.
[QUOTE=hexpunK;42071240]Stop at the corners, overlap doesn't really do anything. As long as the brushes touch totally, you're fine. Even if it's just one edge of the brush, rather than a whole face.
Overlapped brushes would be culled down to what touching edges does during compile anyway I believe.[/QUOTE]
Ok thanks, i'll try that
Sorry for the (possibly demeaning) confused post earlier :v: There are tons of problem people have with skyboxes so I like to cover most just to be sure.
[QUOTE=hexpunK;42071269]Sorry for the (possibly demeaning) confused post earlier :v: There are tons of problem people have with skyboxes so I like to cover most just to be sure.[/QUOTE]
No that's fine, we're all here to learn aren't we :v:
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