Advanced Problem With Skybrush
LowClimax
Join Date: 2002-12-04 Member: 10461Members
<div class="IPBDescription">please help</div> I rarely encounter a problem where faq/tur/forums don't have the answer, and this is not such a case <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Although it was discussed a bit about seeing other parts of the map through skybrush, I didn't find a solution that works.
The problem is - if I put a sky brush in the middle of the map, to simulate a window in a space station, I can see the portions
of the map through the skybrush. This is the same problem which occur in alpha station in eclipse, where you can see the hallway through the window.
I tried everything - putting clip,hint and solid brushes before and after the skybrush in any combination I could think of, yet the problem remaind.
Any advice?
Here's a screenshot of the same problem from eclipse:
<img src='http://members.v3space.com/eranh/ns_eclipse.jpg' border='0' alt='user posted image'>
Although it was discussed a bit about seeing other parts of the map through skybrush, I didn't find a solution that works.
The problem is - if I put a sky brush in the middle of the map, to simulate a window in a space station, I can see the portions
of the map through the skybrush. This is the same problem which occur in alpha station in eclipse, where you can see the hallway through the window.
I tried everything - putting clip,hint and solid brushes before and after the skybrush in any combination I could think of, yet the problem remaind.
Any advice?
Here's a screenshot of the same problem from eclipse:
<img src='http://members.v3space.com/eranh/ns_eclipse.jpg' border='0' alt='user posted image'>
Comments
-put a solid texture on the back of the sky block
-put {blue on the back
or a block
i`m still looking into this problem
That doesn't work because either CSG or BSP culls the backfaces of brushes outside the world. So it doesn't matter how much crap you put between the sky brush and the wall, you'll still be able to see through the wall. The only solution I've been able to come up with is to expand the skybox to include the area you can see through. Of course, this screws up commander view, forcing you to make everything inside the skybox a func_seethrough. And making the ceilings func_seethroughs allows light to come through them, screwing you again. I tried using zhlt_lightflags to make the func_seethroughs opaque, but that didn't seem to work. So, there's basically no fix for this except to make sure you can't see other parts of the map through the windows.
I was thinking along similar lines. Is it really an error that you can see through because - sky or no sky - you aught to be able to see it. But the problem lies in that because of how maps are compiled you see the inside of what you're looking at rather than the outside. Darkhound is right, any attempt to fix this would screw up the commander's view by blocking him from seeing what was under whatever you had covering the area you were looking at.
when you see a sky-brush the background (!) is just filled with one 360° image.
Now HL maps have no outer hull so you can look into them from outside.
And hl has an acient VIS calculation things you can see stuff around corners.
in the example of that eclipse picture you have 2 possibilities.
1) create a space behind the window with its walls painted with sky and its bottom showing the "outer hull" of the structure.
This is more realistic but gives a "place outside map". Use func-seetrough. its simple.
2) place a HINT brush below your position so you cant look around the corner there. the same phenomen is mentioned in almost any hint brush tutorial. This solution is simpler, a little unrealistic (you look out of a window and your house is just not there) and makes VIS take much lnger.
The VIS calculations aren't really ancient. Well they are but that's not the problem. They're quite good and realistically the best that could be done compile-side without increasing the compile time, the size of the BSP file, and the r-speeds client side.
Your suggestion 1) would work and would fit well provided you were good at texturing. One little problem though, func_seethrough is an entity, and entities can't touch void.
2) could work, although as you say it would be slightly unrealistic. Hint brushes do increase r-speeds but they don't significantly increase compile time unless you use them badly. I say it could work because if this was a single player map it would work - the area would be considered out of view and not bothered with at all by the engine. However, in multiplayer there are many different areas that could be looked at at the same time, so the engine can't just throw stuff away like that. However, you could possibly still make it work with Hint brushes so that it didn't show it.
The map I am building uses alot of skybox and windows, and I have had to carefully plan what I can see through those windows. It takes a bit more planning, but keeping "glitches" like that out of the players mind is, in my opinion, worth it.