• SFM- Render distance problem?
    18 replies, posted
Hey, so me and a fried are working on a custom map for a Scene in Source Film maker. We have a big problem. Here is what It should look like. As played in game: [t]http://cloud-4.steamusercontent.com/ugc/46500877987816995/A256DEF4EB37F1BBFAF729452A8B695246D971FC/[/t] Here is what it looks like in SFM: [t]http://speedcap.net/sharing/files/99/3b/993b6bbc2555e0cedc191f69735d254e.png[/t] Why is it happening? Things seems to disappear when they reach a certain distance from the camera. Yet it is not doing this on other maps. Is it a problem from SFM or is it my map? [video=youtube;J-y_8tAXRgE]http://www.youtube.com/watch?v=J-y_8tAXRgE[/video]
[QUOTE=onebit;47462531]Might be because the SFM camera doesn't define the world position, so the correct leaves aren't being drawn. Does the map disappear smoothly like a draw distance or in a choppy sense? Try putting everything inside a func_viscluster.[/QUOTE] Nope. just tried it and nothing changed. On an interesting note, When the camera get outside the map's limit, ( void ) The map become visible [t]http://speedcap.net/sharing/files/17/d9/17d94451cb0e324a9f2e390f57163291.png[/t] But when the camera get back in the map, there is a problem with the visibility. things disappear in a certain distance and only the skybox is visible
[QUOTE=onebit;47462884]So it's the draw distance?[/QUOTE] The viewdistance is up to 30,000 It doesn't do anything. He tried r_lod 0 and still no change. Plus, if it was drawdistance, he wouldn't be able to see the full map when he get outside of it. I tried changing the skybox and that's not the problem. I use the white skybox as you can see [t]http://speedcap.net/sharing/files/de/51/de510f0a7ac11c2c678cf0ba2ba900fa.png[/t] [editline]5th April 2015[/editline] Update: here is a video of the problem [video=youtube;J-y_8tAXRgE]http://www.youtube.com/watch?v=J-y_8tAXRgE[/video]
[QUOTE=onebit;47463034]Tried other maps?[/QUOTE] Of course. Postal 3 works fine
I remembered that I encountered the same issue in one of my HL2 maps whenever the flashlight was turned on. I looked into it and found that it's caused by the custom skybox material I used. Make sure that the VMT files for the skybox contain this line: [code]"$ignorez" 1[/code] Without this parameter, the skybox (which is a literal box) can get drawn in front of world geometry.
[QUOTE=onebit;47463140]How about a Portal 2 map?[/QUOTE] My map is for Portal 2 [QUOTE=03C0;47463357]I remembered that I encountered the same issue in one of my HL2 maps whenever the flashlight was turned on. I looked into it and found that it's caused by the custom skybox material I used. Make sure that the VMT files for the skybox contain this line: [code]"$ignorez" 1[/code] Without this parameter, the skybox (which is a literal box) can get drawn in front of world geometry.[/QUOTE] Well, I tested it with a different vanilla skybox and it still didn't worked out. The white one is Sky_white from portal 2. it should work. I don't think the problem is the skybox. I don't understand why the map works very well when I play it in game. but when it is loaded in Source Film Maker, There is that distance thing.
[QUOTE=onebit;47463461]What happens when he loads another P2 map in SFM?[/QUOTE] The map seems to load properly, So the problem might be my map. I don't know what is wrong though. [editline]5th April 2015[/editline] Updates. It seems that the problem is caused by Light entities. The map somehow worked when I removed every lights excepts for ambient_lighting
Well that's weird. I was able to load my map without problems in SFM on my PC but not him. I am not experimented with SFM I have no idea how to work it out. That's weird
This is sometimes an issues with the env_projectedtexture if i'm not mistaking, might have to recompile it, with vis clusters or something if that is the case.
[QUOTE=Firegod522;47468536]This is sometimes an issues with the env_projectedtexture if i'm not mistaking, might have to recompile it, with vis clusters or something if that is the case.[/QUOTE] Removed the projected texture and he still have the issue. Also, the entire map is full vis clusters
Uhh anyone?
[QUOTE=onebit;47491135]His specs, you specs?[/QUOTE] I don't think the specs has anything to do. It seems that my particuliar map isn't loaded properly due to lighting or something like that. Yet it works for me. ( There is a weird white diagonal line but I don't really care ) But every other maps works fine. he even made some videos with Postal 3 and Cs I think
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