Page 1 of 2

distance immy map help

Posted: Fri Dec 26, 2003 4:25 am
by COOLCOL
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

Posted: Fri Dec 26, 2003 4:41 am
by BiG_HeaD
What graphics card you using?

Turn everything on high.

Posted: Fri Dec 26, 2003 4:58 am
by COOLCOL
it happens to everyone who tests the maps

i have "dont laugh" ge-force 3 ti 200 128 meg

others use right up to a radion 9600 same problem

Posted: Fri Dec 26, 2003 6:27 am
by BiG_HeaD
send me it.

Posted: Fri Dec 26, 2003 8:42 am
by jv_map
Could you post a screenshot?

Welcome to .map btw :D

I trimmed some l's for ya, suppose your keyboard was malfunctioning :wink:

Posted: Fri Dec 26, 2003 3:34 pm
by COOLCOL
Image

Image

Image

thats the problem at a distance everything goes and you can see the sky box :cry:

hope this helps

Posted: Fri Dec 26, 2003 4:14 pm
by bdbodger
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 .

Posted: Fri Dec 26, 2003 10:06 pm
by omniscient
btw by chaulk he means caulk.

Posted: Fri Dec 26, 2003 10:23 pm
by COOLCOL
cheers for the help

i have lowered the fog and made it darker so works well now

Posted: Sat Dec 27, 2003 8:06 am
by jv_map
You could also type key / value farplane_nocull / 1 in the worldspawn :wink:

Posted: Sun Dec 28, 2003 3:11 am
by omniscient
quick ? how would a caulk sky help? i thought nothing compiled outside of the sky box....

Posted: Sun Dec 28, 2003 8:04 am
by jv_map
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.

Posted: Tue Dec 30, 2003 5:25 am
by omniscient
lol why would u need it unless its foggy :D also, there is a command, i forget what it is, something like draw_novis 1. sound familiar to anyone?

Posted: Tue Dec 30, 2003 3:09 pm
by Bjarne BZR
jv_map wrote:common/caulksky is a special texture that should be placed inside the skybox and replace the current sky texture.
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."

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

Posted: Sun Jan 04, 2004 6:40 am
by omniscient
placing them on the inside faces of the sky box would do any good because doesnt nothing outside of the skybox compile???? also i had an idea, what if u put your sky box as a sphere to give it a more "world-like" feel, since the world is a sphere, can u do that?