Hello.
I've encountered a problem where the skybox is visable outside of the level, see demo vid bellow for details.
[URL="https://www.youtube.com/watch?v=-VPJbGJ-Oxk"]Youtube link[/URL]
Note: Only when I'm outside of the map and no part of the skybox is within the fov does the skybox dissapear.
I've encountered this problem in the past, however my previous solution dosn't work anymore.
I am using the gmod toolchain that comes with the development beta. There are no leaks or other errors but I will post the log at the bottem just incase.
Heres a hammer screenshot of a simmular level to in the video.
[IMG]http://i.imgur.com/1LyCijE.png[/IMG]
Log:
[code]
** Executing...
** Command: "E:\Steam\steamapps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -game "E:\Steam\steamapps\common\GarrysMod\garrysmod" "E:\Steam\steamapps\common\GarrysMod\garrysmod\mapsSrc\test.vmf"
Valve Software - vbsp.exe (Mar 14 2016)
6 threads
materialPath: E:\Steam\steamapps\common\GarrysMod\garrysmod\materials
Loading E:\Steam\steamapps\common\GarrysMod\garrysmod\mapsSrc\test.vmf
Could not locate 'GameData' key in e:\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing E:\Steam\steamapps\common\GarrysMod\garrysmod\mapsSrc\test.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (2346 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 10 texinfos to 4
Reduced 4 texdatas to 4 (79 bytes to 79)
Writing E:\Steam\steamapps\common\GarrysMod\garrysmod\mapsSrc\test.bsp
0 seconds elapsed
** Executing...
** Command: "E:\Steam\steamapps\common\GarrysMod\bin\vvis.exe"
** Parameters: -game "E:\Steam\steamapps\common\GarrysMod\garrysmod" "E:\Steam\steamapps\common\GarrysMod\garrysmod\mapsSrc\test"
Valve Software - vvis.exe (Dec 9 2014)
6 threads
reading e:\steam\steamapps\common\garrysmod\garrysmod\mapssrc\test.bsp
reading e:\steam\steamapps\common\garrysmod\garrysmod\mapssrc\test.prt
4 portalclusters
4 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 16
Average clusters visible: 4
Building PAS...
Average clusters audible: 4
visdatasize:44 compressed from 64
writing e:\steam\steamapps\common\garrysmod\garrysmod\mapssrc\test.bsp
0 seconds elapsed
** Executing...
** Command: "E:\Steam\steamapps\common\GarrysMod\bin\vrad.exe"
** Parameters: -game "E:\Steam\steamapps\common\GarrysMod\garrysmod" "E:\Steam\steamapps\common\GarrysMod\garrysmod\mapsSrc\test"
Valve Software - vrad.exe SSE (Dec 9 2014)
Valve Radiosity Simulator
6 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading e:\steam\steamapps\common\garrysmod\garrysmod\mapssrc\test.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
48 faces
87381 square feet [12582912.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
48 patches before subdivision
2288 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 1577, max 139
transfer lists: 0.0 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0010 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 6/8192 72/98304 ( 0.1%)
brushsides 36/65536 288/524288 ( 0.1%)
planes 40/65536 800/1310720 ( 0.1%)
vertexes 59/65536 708/786432 ( 0.1%)
nodes 23/65536 736/2097152 ( 0.0%)
texinfos 4/12288 288/884736 ( 0.0%)
texdata 4/2048 128/65536 ( 0.2%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 48/65536 2688/3670016 ( 0.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 6/65536 336/3670016 ( 0.0%)
leaves 25/65536 800/2097152 ( 0.0%)
leaffaces 48/65536 96/131072 ( 0.1%)
leafbrushes 16/65536 32/131072 ( 0.0%)
areas 2/256 16/2048 ( 0.8%)
surfedges 232/512000 928/2048000 ( 0.0%)
edges 117/256000 468/1024000 ( 0.0%)
LDR worldlights 0/8192 0/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 71968/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 44/16777216 ( 0.0%)
entdata [variable] 336/393216 ( 0.1%)
LDR ambient table 25/65536 100/262144 ( 0.0%)
HDR ambient table 25/65536 100/262144 ( 0.0%)
LDR leaf ambient 4/65536 112/1835008 ( 0.0%)
HDR leaf ambient 25/65536 700/1835008 ( 0.0%)
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] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 105647/0 ( 0.0%)
physics [variable] 2346/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 112
Writing e:\steam\steamapps\common\garrysmod\garrysmod\mapssrc\test.bsp
0 seconds elapsed
** Executing...
** Command: Copy File
** Parameters: "E:\Steam\steamapps\common\GarrysMod\garrysmod\mapsSrc\test.bsp" "E:\Steam\steamapps\common\GarrysMod\garrysmod\maps\test.bsp"
[/code]
Well I don't see a problem here. When you are outside of the level then odd things can happen, because you are breaking the map in some way. Solution - stay in the map area ;)
i agree with gargamel, if its outside the map where youre not supposed to be then surely its not a problem as long as the inside of the map is fine.
I suppose it's not to much of a problem. The only issue is that biuld maps often have people noclipping around. Are you sure you guys don't have any idea what could be causing this?
well if youre that desperate to get rid of it,
1. have you made the skybox yet?
2. is the outside of your map wrapped in the nodraw texture?
No I havent made the outer skybox yet, and the ouside is all nodraw.
I'll try building a skybox and see if that fixes the problem.
thanks!
--Edit--
Now I'm feeling pretty dumb.
I guess that you have to have a full skybox with gmod or bad things will happen.
Thanks for your help guys!
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