distance immy map help
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distance immy map help
hi guys first timer so i hope i explain this right lol
i have a map and one end is a building complex that leads to a bridge, and when u cross the bridge that leads you to another complex.
the problem i am having is when you go onto the bridge you can see right through my other complex to the sky ,and as you move towards it the complex slowly fills in.i havnt got a clue how to fix this and have been trying for a week.
so any help would be greatly accepted
cheers
i have a map and one end is a building complex that leads to a bridge, and when u cross the bridge that leads you to another complex.
the problem i am having is when you go onto the bridge you can see right through my other complex to the sky ,and as you move towards it the complex slowly fills in.i havnt got a clue how to fix this and have been trying for a week.
so any help would be greatly accepted
cheers
You are useing a farplane to clip the map so that you don't see things until you are closer . Fog in other words . The parts of the map greater than the farplane distance do not draw . That gives you better frames per second but causes the problem you are haveing . If you need to do it I suggest you put sky chaulk on your skybox walls . That way it will look like fog and you won't notice the clipping . The sky chaulk will be the color of your farplane and won't look like the void unless you have a script error and your script does not load so that you do not have a farplane set . Unless you set the farplane in worldspawn in radiant . The only other cure is to decrease the sight distance so you do not have a direct view of the other complex until you are closer to it or close enough so that the walls behind the windows of the complex are drawing or use a higher farplane value .
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omniscient
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omniscient
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common/caulksky is a special texture that should be placed inside the skybox and replace the current sky texture.
All this texture does is take the color from the farplane and draw it in the sky. This way there is no interference with the farplane and the sky texture.
The backside of this is that skycaulk doesn't really look as good as a sky texture unless it's really foggy.
All this texture does is take the color from the farplane and draw it in the sky. This way there is no interference with the farplane and the sky texture.
The backside of this is that skycaulk doesn't really look as good as a sky texture unless it's really foggy.
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omniscient
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Bjarne BZR
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That was a bit unclear to me... you meant "common/caulksky is a special texture that should be placed on the inside faces of the skybox and replace the current sky texture."jv_map wrote:common/caulksky is a special texture that should be placed inside the skybox and replace the current sky texture.
Right?
Anyway: I used another approach on the map vemork_approach:
I textured the skybox with common/caulksky, and combined with this I put abrush with a semi transparent rolling cloud texture under the skybox...
This way you get a nice feeling of depth in the low clouds ( not the far away feeling you get when adding rolling clouds to the skybox texture ). And more importantly: you remove the somewhat dull and dead evironment feeling you get when using only common/caulksky.
Check out the map vemork_approach here
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omniscient
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