sky texture problem

Started by PurpLeRaiN mapper
07/01/2016 07:29
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Keo mapper08/01/2016 20:51

fuzzy for president! also, perhaps you should update the first post with the solution too, purplerain-san.

PurpLeRaiN mapper08/01/2016 20:52

I tried this,
map properties - max viewable distance 4096 -> 2048
but couldn't solve

Keo mapper08/01/2016 21:02(edited 08/01/2016 21:04)

Ok the way i see it, is that your "black spots" are embeded into your sky texture. That's not a "see through" like most people think, where you can see objects above the sky. Look closely and you can see smooth edges, which means it's in the texture.

Purplerain, are you using a good pc? Some years ago, when my pc heated like the sun, my graphic card couldn't handle it (well it could but i could notice errors) and i had some texture errors in CS, meaning that i used to get some purple, or green or red or blue spots on some textures, even had some times where the whole map, yes, the whole map was covered in white...so i was on my lan playing kz_man_eztemple and the shit just turned white all of a sudden... and in other cases i had the spots i mentioned. Perhaps this might cause you some errors too. But, because you only noticed it on the sky above and not on other textures or places aswell, you might not have the same problem i did.

Second, try to create a new map, copy everything inside that map, but don't use the custom sky, let it be the default one. Compile, and see. Then change the sky to your custom in hammer and compile again and see.

Third, try to move everything in your map in a different place around the hammer grid. Or, lower the walls, so the sky is closer, or raise the wall so the distance to the sky increases.

Is this the only map where this error exists? try some compiles of other things with sky in it.

KarLi mapper08/01/2016 21:16

Originally posted by PurpLeRaiN
I tried this,
map properties - max viewable distance 4096 -> 2048
but couldn't solve

2048 is not much?
i put always 11228

PurpLeRaiN mapper08/01/2016 21:55

Originally posted by Keo
Ok the way i see it, is that your "black spots" are embeded into your sky texture. That's not a "see through" like most people think, where you can see objects above the sky. Look closely and you can see smooth edges, which means it's in the texture.

Purplerain, are you using a good pc? Some years ago, when my pc heated like the sun, my graphic card couldn't handle it (well it could but i could notice errors) and i had some texture errors in CS, meaning that i used to get some purple, or green or red or blue spots on some textures, even had some times where the whole map, yes, the whole map was covered in white...so i was on my lan playing kz_man_eztemple and the shit just turned white all of a sudden... and in other cases i had the spots i mentioned. Perhaps this might cause you some errors too. But, because you only noticed it on the sky above and not on other textures or places aswell, you might not have the same problem i did.

Second, try to create a new map, copy everything inside that map, but don't use the custom sky, let it be the default one. Compile, and see. Then change the sky to your custom in hammer and compile again and see.

Third, try to move everything in your map in a different place around the hammer grid. Or, lower the walls, so the sky is closer, or raise the wall so the distance to the sky increases.

Is this the only map where this error exists? try some compiles of other things with sky in it.



http://imgur.com/a/ujuVI
I think that black squares are not the object. all the black, blue squares are placed horizontally with sky block.

I use good enough pc to play cs. CPU : Q9400, RAM : 4G, GPU : GTS250 . these are not that good for these days but enough for playing cs, LoL, WoW, etc.

I copied all the things in the hb_shNz and made a new project, pasted without touching cl_skyname. but same problem.

didnt try 3rd case yet.

maybe this sky problem was 3~4 times appeared. sometimes it was solved without anything adjusted, sometimes I couldn't solve it so threw the project. in this case, i will never throw this map... I spent so much times for making this

dEMolite mapper08/01/2016 22:05

could be some compiler issues. since the map is all fullbright maybe a leak inside.

looking over those edges it looks like that the sky texture is not recognized by the compiler and those blackspots are brush faces, because you can see them how the brush is cutted into leafs from those blackspots.

That's totally different from what I thought and you told me. It's a texture/render problem for sure

byob mapper08/01/2016 23:38

This whole thing seemed like a good riddle to me so I had to unlock the mystery. I took your rmf, retextured it so I could compile it and tried. The sky seems very good to me: http://s29.postimg.org/4xn62oz53/hb_shnz0000.png

PS: seems like a good idea for a map, matrix-like?

PurpLeRaiN mapper16/01/2016 12:45

finally fixed the problem.
just before 1 week, it had no problems while compiling, but today it had errors.
error was : SKY brushes not allowed in entity.
and then I just deleted all of the sky blocks, and make new blocks and textured sky. now everything is fine. thank you all of you guys

KarLi mapper16/01/2016 14:51

u know why sky brushes not allowed to be an entity?
lets say u make a wall, and u make it accidently func_water, u won't be able to compile/play the map cuz u can't just swim the wall outside of the map.

same to entity with sky texture, and even func_wall sometimes, thats why u need to test everything u do :D

PurpLeRaiN mapper16/01/2016 15:32

yes i know :D compiler says what's the problem then I can solve it. but that sky problem had not any errors so It was hard to find.

Keo mapper16/01/2016 16:10

Yay! Community power! Btw, show us pics from the map now!

dEMolite mapper16/01/2016 19:54

Originally posted by KarLi
u know why sky brushes not allowed to be an entity?
lets say u make a wall, and u make it accidently func_water, u won't be able to compile/play the map cuz u can't just swim the wall outside of the map.

same to entity with sky texture, and even func_wall sometimes, thats why u need to test everything u do :D



Completely wrong just do a hollow block and apply the sky texture on it. compile it with the standard qtools and you see why a sky can't be an entity.

KarLi mapper16/01/2016 22:35

Originally posted by dEMolite
Originally posted by KarLi
u know why sky brushes not allowed to be an entity?
lets say u make a wall, and u make it accidently func_water, u won't be able to compile/play the map cuz u can't just swim the wall outside of the map.

same to entity with sky texture, and even func_wall sometimes, thats why u need to test everything u do :D



Completely wrong just do a hollow block and apply the sky texture on it. compile it with the standard qtools and you see why a sky can't be an entity.

Okay

dEMolite mapper18/01/2016 18:39(edited 18/01/2016 18:40)

or vice versa shortform:

the skybox is internal handled as an entity because of the definition of the cl_skyname.

with older compiler tools it was possible that you could swim in the skybox, it wasnt neither the fault of the tools or the engine. it was how the engine has been made to handle the sky. you can see it in quake from the origin.

later in the zhlt developement the decision was made that the sky textured brush should be solid.
-noskyclip should disable it.

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