Problems with mountains behind the sky


(Wezelkrozum) #1

I’ve a problem with my mountains. I’ve a mountain which is a func_static (non-visible: 0) and inside structural caulk brushes. It’s placed behind the sky-textures and to make it visible I tried a few things:

  • misc_vis_dummy targeting to the func_static
  • misc_vis_dummy_multiple targeting to the split func_static (several func_statics)
  • func_statics origin inside the players room
  • make the func_static detailed or structural
  • func_static with the farplanedist key and value of 10000

Other possible important information:

  • there is no fog in the map
  • it’s the sky of oasis
  • compilemode: “(single) BSP -meta” and when I tested it and it didn’t work I continue with the vis compile: “(single) -vis”

Here a screenshot. It looks like the mountain is cutted by vis-blocking. Maybe a distancekey which is wrong?:

I hope someone had this before…


(ailmanki) #2

behind the sky texture? AFAIK you need a special setup if you want to have 3d objects displayed as part of the sky…

its in german … but maybe helps/gives hints…
http://s49.deinprovider.de/vbarticles.php?do=article&articleid=60


(Pande) #3

Firstly: skies are not actually rendered at infinate distance. They just appear to be and use non alignment to move with the character. In your map, either move the skybox back further, keep it as is (since it to my eyes without the tris looks good if not better in your screen the way it is), or use a skyportal entity.


(Wezelkrozum) #4

[QUOTE=ailmanki;188170]behind the sky texture? AFAIK you need a special setup if you want to have 3d objects displayed as part of the sky…

its in german … but maybe helps/gives hints…
http://s49.deinprovider.de/vbarticles.php?do=article&articleid=60[/QUOTE]

I followed the tutorial and it didn’t worked. In stead of cutting of the terrain by distance it completely dissapeared :rolleyes:


(Wezelkrozum) #5

misc_skyportal or skyportal doesn’t work for me

It’s a small map so all the things can be drawn at the same time. So I made everything detailed and drawed a big structural box around it. Now the problem is solved. But if I want to make use of vis-blocking I can’t use this solution.


(MrLego) #6

misc_skyportal or skyportal doesn’t work for me

Make sure that you perform a full vis, not “vis -fast”.


(Pande) #7

“It’s a small map so all the things can be drawn at the same time.” Then there’s not going to be much point in vis blocking, is there?

I would suggest just moving the skybox back, so the model will fit in it.


(Tyrlop) #8

hey wezelkrozum, i made a map with this too, and i got it to work, just send me a message on msn and ill show you the map, cant remember how it works, but it was quite simple


(shagileo) #9

And when you found the solution, maybe it would come in handy to share it with the rest of us :slight_smile:
You never know ey, thanks in advance


(Qualmi) #10

take a look at here --> http://en.wikibooks.org/wiki/Q3Map2

there is a little skybx tutorial inside.

edit: the problem might also be that your q3map2 version is not up to date. i think 2.5.16 or higher is necessary for the skybox entity.

edit2: its best if you experiment a bit with it in an own testmap, and make sure the brushes are extra large, so that they are so big that the entity cant miss them and that they then will be mapped into the skybox. also i think there was sth about the directions. i dont know, but i was only able to map into 2 directions, north and south, or west and east. but all 4 directions didnt work somehow. or i did not try too intense, caus i only did this abou 10 minutes, experimenting, then leaving it aside to handle it later. but that later has not come for me yet :slight_smile:


(ailmanki) #11

http://www.nibsworld.com/rtcw/tutorial_skybox.shtml

Had a guide for making seemles skybox like the sea on battery, but forgot where…
Anyway battery is available to check…