Skybox wall?

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Mar 2, 2018
124
4
Is it possible to have a wall with a skybox texture on one side and a normal on the other?
I've tried this and it seems impossible, the skybox face is just not drawn.
Perhaps you can have a similar effect with area portals? idk that's why I'm asking here :3
 

FloofCollie

I really suck!
aa
Nov 5, 2016
600
669
Yeah, I think skybox brushes need to be fully textured with toolsskybox* to operate unless they're sealing the map (or maybe even still).
Could you not just make the skybox brush touch the other side of the wall?
 
Mar 2, 2018
124
4
Yeah, I think skybox brushes need to be fully textured with toolsskybox* to operate unless they're sealing the map (or maybe even still).
Could you not just make the skybox brush touch the other side of the wall?
It'd be problematic because of context but I'll try see if it even works
Still nodrawed
 
Last edited:

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
The primary problem with having a skybox wall isn't going to trying to figure out how to put a normal texture alongside it; there are ways of overcoming that. The primary problem is going to be having the map behind a skybox brush. In order to understand the problem, you need to understand how visibility works in Source. In Source, the map is divided up into sections called "visleafs", and during the VVIS compile process, the compiler figures out which leaves can see each other (that is, which leaves can be connected via a straight line that does not cross world geometry). This way, Source doesn't need to do a line-of-sight test to every object in the map during runtime (which would take more processing power than it saves). However, sometimes objects behind a wall will still be rendered. In ordinary cases, the wall is rendered on top of those objects. But the skybox is a special case. The 3D and 2D skyboxes are always rendered behind everything else, no matter what, as long as a brush textured with a toolsskybox* texture is visible. In an improperly constructed map, this can cause objects behind a skybox wall to be visible on top of the skybox when it's undesired. So be careful when including objects behind a skybox wall, as players may accidentally see what's behind it.
 
Mar 2, 2018
124
4
What kind of context?
The walls are in a shape of a hollow pentagram...
The primary problem with having a skybox wall isn't going to trying to figure out how to put a normal texture alongside it; there are ways of overcoming that. The primary problem is going to be having the map behind a skybox brush. In order to understand the problem, you need to understand how visibility works in Source. In Source, the map is divided up into sections called "visleafs", and during the VVIS compile process, the compiler figures out which leaves can see each other (that is, which leaves can be connected via a straight line that does not cross world geometry). This way, Source doesn't need to do a line-of-sight test to every object in the map during runtime (which would take more processing power than it saves). However, sometimes objects behind a wall will still be rendered. In ordinary cases, the wall is rendered on top of those objects. But the skybox is a special case. The 3D and 2D skyboxes are always rendered behind everything else, no matter what, as long as a brush textured with a toolsskybox* texture is visible. In an improperly constructed map, this can cause objects behind a skybox wall to be visible on top of the skybox when it's undesired. So be careful when including objects behind a skybox wall, as players may accidentally see what's behind it.
I actually knew most that but thanks I guess, the problem is the skybox did not render at all, maybe it is related to your explanation because if nothing is rendered the engine tries to render it behind nothing? idk it was as if a nodraw brush were there instead ._.