3d skybox models showing up as white silhouettes

  • Thread starter Thread starter hedgehog
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hedgehog

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after playing around with my lil firstmap test from yesterday a bit more, it's coming along okay, except that, as it says in the subject, anything placed in the 3d skybox shows up as a white silhouette in-game.

i searched the forum for "skybox" in the map section, as well as googled about for a bit, but can't seem to find any documentation on it.

here's the latest vmf if someone doesn't have any ideas off the top of their head:

http://www.graphicsdesign.org/721test.vmf

again, thanks in advance for any advice :]
 
Any time you wish to transfer a file, bar an image, over the Internet, please use an archiving program like WinZip to compress it. No matter how small it is.

You ought to plug that leak the real way, rather than place a hollow box around the entire map. Or at least make the sky brushes flush with the outside walls.

Now, as for the actual problem... you've set "Fog Enable" to Yes in your sky_camera, causing everything in the 3D skybox to have fog superimposed onto it.
 
righto; zips for any future files. i figured the time it takes to extract the thing is about comprable to the extra download time though. *shrug*

any advice on what the "real way" might be? the only reason i slapped the box around it was that no matter what i moved / deleted / enclosed, a new leak would spring up right afterwards.

i thought the premise of a leak was any object or entity exposed to the void and not contained, but this must be incorrect since, if i made a cube in the void, that'd be a leak technically, if we're going by my logic.

fog enable.... 'doh :]
 
Generally, a leak is a hole or gap in the map's world geometry allowing the black, void Outside to touch the playable Inside.

leak_example.jpg


World brushes that are not displacements must be used to seal off the map. Your hollow cube of sky blocks the leak, yes, but there's a lot of extra space under and around the map because of it. All of this extra space will need to be written by BSP, evaluated by VIS, lit by RAD, and loaded and rendered by the engine at runtime.

In this particular case, the best you can do is move the sky brushes so that they're flush with the edges of the map, and move the bottom brush so that it's just under the lowest point of the displacement. If there's no possibility of seeing the bottom brush, it can be textured with nodraw since it will never actually be seen in-game.
 
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