Everybody knows that if you put skyboxes somewhere, and you put something OUT teh skybox, it will be visible sometimes. My question is:
How can you fix that?
im dong a tj map.
I have a full 6 sided skybox, and multiple stages. But some of them are visible and some of them are sometimes visible.
Its very innoing. Is there some way to fix it? Ive been thinking on hint brushes but i dont know how they work lol so pls help
Known 'issue'(?) but how to fix it?
I don’t know anything about this. But WHAT if you would add a second brush on top of it? So you would have 2 sky boxes etc… Maybe worth to try?
Edit Stupid answer. 
They are visible when the VIS system draws them. Compiling your map with “no vis” will always show them.
To make sure they are not shown, make sure that a player cannot look from one skybox to brushes in another skybox.
You will have to post a sketch of your map layout before we could effectively help, however.
all vieuws :



All vieuws,
on the top vieuw you can see (from left to right) A long shaped room, 2 spawnpoints, gammajumps.
Between the gammajumps are walls of clips, do not confuse them with my skybox.
I hope this helps
thnx <3
So I guess the problem are those two little squares next to the gamma jump rooms? It seems they are not connected to the main rooms, so I think it should work if you run the VIS stage.
Why not put the 2 small spawnpoint rooms under the main map rather than to the side? I assume you have a floor to the jump rooms (esp as skybox floor doesn’t work anyway)?
The skybox does work xD
its a 6sided skybox
and most rooms are visible from any point, its very innoing but ill try to play with the vis thingy lol
how do you mean, most rooms are visible from any point?
From what I can see from the screenshots, all rooms are sealed off completely, so how you can see from one room into the other?
Simply compiling with -VIS (not fast) will stop drawing them… or I just dont understand it 