okay so basically i've designed my first map on Source SDK
and it's for CSS
it's a bunker map.
(i'm sure you all know what Bunkers are, well this one's huge.)
and i just can't understand all the tutorials about the sky box.
since my Bunker has a little window opening.
picture a jail cell if you will. know how the windows in a jail cell and hard to reach. and have bars? that's what my Bunker windows are like.
One on each end.
well anyways, i can't get the Sky box to work. all i seem to get is my bunker as the skybox ... basically the skybox look's exactly like my bunkers texture. but all blurry.
any help?
Pictures please :3:
[QUOTE=hawx;22607739]Pictures please :3:[/QUOTE]Yeah, we can't help you if we have no clue what it looks like.
i'll provide a picture.
sorry i forgot to do that to begin with ...
but i'll only have a limited Window
before the whole thing crashes
[QUOTE=SweetVanilla;22607912]i'll provide a picture.
sorry i forgot to do that to begin with ...
but i'll only have a limited Window
before the whole thing crashes[/QUOTE]What's the specs of your system? There should be no way the game should be crashing like that.
[QUOTE=CovanatSlayer117;22608056]What's the specs of your system? There should be no way the game should be crashing like that.[/QUOTE]
No no.
It's only crashing because of this Skybox.
other than that it's working grand lol
[url]http://img31.imageshack.us/i/bunkermapproblem.png/[/url]
that's the image.
i would put it in HTML code thing's.
But i don't know what one this site use's.
[QUOTE=SweetVanilla;22608342]No no.
It's only crashing because of this Skybox.
other than that it's working grand lol
[url]http://img31.imageshack.us/i/bunkermapproblem.png/[/url]
that's the image.
i would put it in HTML code thing's.
But i don't know what one this site use's.[/QUOTE]
You got a leak in the skybox. In Hammer, load your pointfile (say yes to default. You can find this in tools>Load Pointfile) and find the red line in the 2d view. Plug the hole by sealing it off with brushwork. Note that func_brush, displacements, and various dev textures won't cover up leaks.
BTW, the html code for images is [img] [/img]
.. i'm sorry what ..
i don't know anything about the skybox stuff.
i tried doing it my self.
and then the other tutorials made no sense.
so ... that's why i can't get it working.
Click the little YouTube button at the bottom of my avatar. I have some tutorials over stuff about hammer.
Here's a couple of stuff on skyboxes and leaks:
[url=http://developer.valvesoftware.com/wiki/Leaks]Leaks[/url]
[url=http://developer.valvesoftware.com/wiki/Skybox]Skyboxes (click on the 2D one for more info)[/url]
Also go and look at Firegod's vids. He's a pro at mapping.
Make a box with the skybox texture that covers every section in your level. Press CTRL+H and set it to -32. Done.
[QUOTE=Ratzz;22609542]Make a box with the skybox texture that covers every section in your level. Press CTRL+H and set it to -32. Done.[/QUOTE]
That is bad don't do that. make a single brush for each side. Don't be lazy and make a box and hollow it, it causes problems.
[QUOTE=Ratzz;22609542]Make a box with the skybox texture that covers every section in your level. Press CTRL+H and set it to -32. Done.[/QUOTE]
Ctrl H is quick hide.
And not to mention that is a horrible habit and doesn't help optimize your map.
[QUOTE=Firegod522;22611498]Ctrl H is quick hide.
And not to mention that is a horrible habit and doesn't help optimize your map.[/QUOTE]I'm gonna sound stupid, but how so? I use it with blocks that are all noclip textured and once its hollowed out, I put the textures I need on the surfaces that are visible to the player. I get no (visible) problems on my end.
I've already read this entire thing before. I'm guessing it's because of brush overlapping and needless brushwork?
Sorry if it sounds like I'm not getting it. I know now that it's a bad idea to use hollowing to make rooms, but I need a reason WHY so I can kick the habit permanently. The article told me what I already knew.
[QUOTE=CovanatSlayer117;22625558]I've already read this entire thing before. I'm guessing it's because of brush overlapping and needless brushwork?
Sorry if it sounds like I'm not getting it. I know now that it's a bad idea to use hollowing to make rooms, but I need a reason WHY so I can kick the habit permanently. The article told me what I already knew.[/QUOTE]
Because when you have a hollowed skybox around your entire level, it completely takes a step backward from optimization. All of that extra space to the left, right, front, forward, above, and below is rendered and calculated. And not to mention that a hollowed skybox would allow vbsp to generate visleaves from it, and let's not forget the many other brushes inside the hollowed skybox, which would also emit many other visleaves from that. And guess what, the player would render way more visleaves than necessary.
If you want to make a "hollow" skybox for quick and testing purposes, your best bet would be using the cordon tool with its default texture set to tools/toolsskybox
Otherwise, just make the skybox fit along each edge of the map and not around the whole entire thing.
[QUOTE=HighdefGE;22625735]Because when you have a hollowed skybox around your entire level, it completely takes a step backward from optimization. All of that extra space to the left, right, front, forward, above, and below is rendered and calculated. And not to mention that a hollowed skybox would allow vbsp to generate visleaves from it, and let's not forget the many other brushes inside the hollowed skybox, which would also emit many other visleaves from that. And guess what, the player would render way more visleaves than necessary.
If you want to make a "hollow" skybox for quick and testing purposes, your best bet would be using the cordon tool with its default texture set to tools/toolsskybox
Otherwise, just make the skybox fit along each edge of the map and not around the whole entire thing.[/QUOTE]
I already knew making a huge box around the map for the skybox is bad. With the skyboxes that I always make by hollowing, I make sure that there is no wasted space whatsoever. I also make sure that every block I hollow out has the noclip texture first. I'm not that stupid.
I meant about room building. Is there any downside for making rooms (ex. a living room) by hollowing and working around it?
Hollowing is carving. Which tries to make something the most optimal way, which it doesn't.
[QUOTE=CovanatSlayer117;22625906]I already knew making a huge box around the map for the skybox is bad. With the skyboxes that I always make by hollowing, I make sure that there is no wasted space whatsoever. I also make sure that every block I hollow out has the noclip texture first. I'm not that stupid.
I meant about room building. Is there any downside for making rooms (ex. a living room) by hollowing and working around it?[/QUOTE]
Apparently you didn't. It hardly matters whether you "try to waste less space" because those visleaves are still going to be generated. Also, it doesn't even matter whether you make the skybox brushes nodraw first, then texture the insides, because vbsp already removes those backsides anyhow.
[QUOTE=Firegod522;22626630]Hollowing is carving. Which tries to make something the most optimal way, which it doesn't.[/QUOTE]
Well, that's a good way to look at it.
Anyways, I'll make sure in the future for my maps that don't use hollowing again.
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