Hello there.
I looked up how skyboxes and 3d skyboxes are made in valve maps, and noticed a few things I don't quite understand.
For instance, in the 3d skybox of cp_granary, there's a box of skip brushes marking where the actual map would be located within said skybox. And while it's length matches exactly 1/16th of that, the empty box is actually wider than it needs to be.
Why is that the case? Does it just have to roughly fit the size and shape, or is there a particular reason for that?
Next thing, again in granary, the space above larger buildings is blocked of by the skybox. I understand why that makes sense, but why are some parts of it blocked off by an areaportal instead? The same is the case on gravelpit, between point b and c. Wouldn't it make more sense to do anything above that roof with the skybox, and keep the areaportal "indoors"?
I looked up how skyboxes and 3d skyboxes are made in valve maps, and noticed a few things I don't quite understand.
For instance, in the 3d skybox of cp_granary, there's a box of skip brushes marking where the actual map would be located within said skybox. And while it's length matches exactly 1/16th of that, the empty box is actually wider than it needs to be.
Why is that the case? Does it just have to roughly fit the size and shape, or is there a particular reason for that?
Next thing, again in granary, the space above larger buildings is blocked of by the skybox. I understand why that makes sense, but why are some parts of it blocked off by an areaportal instead? The same is the case on gravelpit, between point b and c. Wouldn't it make more sense to do anything above that roof with the skybox, and keep the areaportal "indoors"?