Hammer Editor Skybox Question

A quick question on skyboxes.

By Boseley 9 months ago

Hi, I was wondering if someone could answer a quick question for me, i think it is pretty simple but i can not find a resolution to it!

I am creating a map and have a second skybox within the main skybox.

What i would like to do is not be able to see inside the second skybox from the main skybox. I have used "nodraw" on the objects within the second skybox on the sides that i wish to hide, however i have some models within the skybox that i can not avoid being seen from outside of the second skybox.

Is there a way i can basically say "anything inside this skybox is not visible from the outside".

I hope this makes sense.

Thanks very much, Kind Regards, Boseley

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  • Z00L's Levels
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    Posted 9 months ago

    you cant have 2 "3D-Skyboxs"

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  • Devieus's Levels
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    Posted 9 months ago

    It never makes sense to hide somethings from one skybox from the other, that's not how it works in real life either.

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  • Boseley's Levels
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    Posted 9 months ago

    Hi all, I understand your point, but it is a private revamp of the cs_assault map, and the original appears to use 2 skyboxes by the looks of it. The second one is covering the vents at the back of the building.

    As this is what the original developers used i am reluctant to believe it is incorrect. Is there a way to simply block the view of something from a particular direction?

    So if i did not want to see something from the bridge behind the building but i did want to see it from another angle, is it possible? Thanks for replying, Kind Regards, Boseley

    http://tinypic.com/r/2gv4hhk/6

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  • will2k's Levels
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    Posted 8 months ago

    Posted by Boseley

    however i have some models within the skybox that i can not avoid being seen from outside of the second skybox.

    For models, you can always add a func_occluder to hide them from certain sides/angles.

    Apply the occluder texture only on the side that you want to hide models behind it, and apply nodraw on all other sides of the brush to save some frame rates in-game since occluders work in real time and are very costly on the engine.

    With occluders, it's really an issue of trade-off between what models you want to hide and the occluder's relative cost on the engine. It all boils down to an educated guess and decision from your side whether to implement or discard the occluder.

    You need to carefully test the effect of the occluder in-game to see if it is worsening or improving the fps: type r_visocclusion 1 in console to see what models are being hidden and from what angles (to be able to adjust the location of the occluder brush). After that, position yourself in-game in front of the occluder, record the fps for your reference (for later comparison), then type r_occlusion 0 in console to turn off occlusion and check the fps again (using net_graph or +showbudget console commands).

    If the fps remains the same or improves, then your occluder is OK and doing its job correctly; however, if you notice a drastic drop in fps, then your occluder is doing more harm than good and needs to be removed.

    Your best bet would then be to reposition/delete your models or modify your layout to avoid having a direct line of sight between the player and the models in question.

    Hope this helps

    will2k

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    Posted 8 months ago

    Thanks very much will2k, That is just the sort of thing I am after and is very helpful, I appreciate the effort you took to wrote it, and thanks to everyone else for replying, now resolved, Kind Regards, Christopher Boseley

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  • Boseley's Levels
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    Posted 8 months ago

    Posted by truelalooo005

    I thinkg you cant have 2 3D-Skyboxs

    I can confirm you can, I have it on my map. And it works fine. It also existed on original assault map.

    Bananite
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