Visiblity problem

  • If you're asking a question make sure to set the thread type to be a question!

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
This is probably an easy fix that I'm sure has been asked and solved before, but I couldn't think how to describe the problem.

Basically in 2 locations of my map, I can see a room that I'm not supposed to see. These 2 areas are the same, just mirrored. But I only see this error in these 2 areas so I have to assume it's something to do with the geometry there.

Here is what I'm supposed to see:
53ctMZo.jpg


But if I move slightly to the side, I can see inside the room:
75mHcTV.jpg


Now here is that same corner in Hammer:
kB4ufj5.jpg


I was stood at the bottom of the func_detail brush seen in the bottom-right, looking at the top-left.

There were no compile errors or leaks. The rest of the map/skybox is fine, its only these 2 spots.

Any ideas?
 
Last edited:

Yrr

An Actual Deer
aa
Sep 20, 2015
1,308
2,743
It's a visibility thing. The game thinks you can see into the room so it's rendering it.

Either block it with something or hint the inside better.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Generally speaking, don't try to hide geometry behind the skybox. TF2 plays fast and loose with the laws of physics, but making structures that are literally bigger on the inside is usually beneath it. (Well's bases being the only exception I know of.)
 

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
Generally speaking, don't try to hide geometry behind the skybox. TF2 plays fast and loose with the laws of physics, but making structures that are literally bigger on the inside is usually beneath it. (Well's bases being the only exception I know of.)
Not quite sure how the T.A.R.D.I.S. became relevant, but that fixed it.