Just a skybox leak check-up

RavenStryker

Former Alias: †Blade†/Xi.Cynx
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Nov 25, 2008
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Okay, I'm pretty dang good at this map thing. Lol. But Just to make sure before I start going and laying down a whole bunch of skybox. I know how if you func_detail something you need a nowdrawbrush or something along the lines to seal behind it otherwise it'll leak through it. Does the same apply for a skybox? Like, should i make the skybox brush run through the tops of my buildings cause they are func_detailed?if an example needs to be made I can take a screenshot. in fact maybe i'll do that now... brb with screenies! ;)
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
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Nov 25, 2008
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hidden.png


showing.png



So basically as you can see, should i place my skybox at the top of the func_detail tops or literally "in" them to seal it off cause it'll leak?
 

YM

LVL100 YM
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Dec 5, 2007
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You need additional nodraw brushes so your skybox brush is above the func_details, but not floating in mid-void.
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
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Nov 25, 2008
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okay, so just make some basic little wall brushes of nodraw just so it reaches above the func_detail brushes and the put the skybox on top of that?
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
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Nov 25, 2008
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Thank you s!r you've been of great assistance yet once again

::Takes hat off and nods::
 

Stormcaller3801

L5: Dapper Member
Jul 5, 2009
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Technically speaking, couldn't you just make a 'skybox' around your entire map that was hollowed out, and then put the actual skybox around that? Seems like that would seal all leaks while not affecting optimization. But I'm rather new at this still.
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
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Nov 25, 2008
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:cursing::cursing::cursing::cursing: :cursing::cursing::cursing::cursing::cursing: :cursing:
:cursing::cursing::cursing::cursing: :cursing::cursing::cursing::cursing::cursing: :cursing:
:cursing::cursing::cursing::cursing: :cursing::cursing::cursing::cursing::cursing: :cursing:
:cursing::cursing::cursing::cursing: :cursing::cursing::cursing::cursing::cursing: :cursing:

Nooooooooooooo! Never Do that!
 

Psy

The Imp Queen
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Apr 9, 2008
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Technically speaking, couldn't you just make a 'skybox' around your entire map that was hollowed out, and then put the actual skybox around that? Seems like that would seal all leaks while not affecting optimization. But I'm rather new at this still.

That would increase compile times as VIS will try to figure out what's visible from areas (the deadspace) you'll never be able to reach.
 

Nineaxis

Quack Doctor
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May 19, 2008
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Putting a box around your map is like this:

Your boat has a leak. Instead of patching the leak, you build a box around your boat. You're going to compromise your boat's performance because, while it is a boat, it's now in a gigantic box.

Likewise, your map's performance is going to be compromised.
 

DJive

Cake or Death?
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Dec 20, 2007
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Putting a box around your map is like this:

Your boat has a leak. Instead of patching the leak, you build a box around your boat. You're going to compromise your boat's performance because.

cardboardbox.JPG
 

Stormcaller3801

L5: Dapper Member
Jul 5, 2009
249
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If I'm not mistaken, it's going to do that anyways- at least with any areas that have a skybox around them, assuming that you set the skybox as recommended (i.e., high enough to rocket- or sticky-jump up without hitting the skybox. So establishing a nodraw box between the skybox and the map itself wouldn't really alter anything save that it's going to make it a bit easier to ensure you enclose any elements that might cause a leak.
 

Remix

L69: Deviant Member
Feb 27, 2008
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Good explanation nine, I don't think anybody could have explained that any better.
 

Terr

Cranky Coder
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Jul 31, 2009
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So establishing a nodraw box between the skybox and the map itself wouldn't really alter anything save that it's going to make it a bit easier to ensure you enclose any elements that might cause a leak.

First, it sounds like that will artificially reduce the ceiling people can actually play in. Why not just lower the skybox? (It's not a "real" texture, so there's no aesthetic reason to move it closer or farther from the player.)

Second, "protecting" against leaks with a huge box (however optimized) isn't a good idea because leaks are also generally signs of something gone wrong, like imperceptible <1 unit vertex misalignments, or even just accidentally bumping a brush one grid-block to the side.

You don't want to paper over those kinds of problems, you want to be informed about them so you can fix them.
 
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RavenStryker

Former Alias: †Blade†/Xi.Cynx
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Nov 25, 2008
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If I'm not mistaken, it's going to do that anyways- at least with any areas that have a skybox around them, assuming that you set the skybox as recommended (i.e., high enough to rocket- or sticky-jump up without hitting the skybox. So establishing a nodraw box between the skybox and the map itself wouldn't really alter anything save that it's going to make it a bit easier to ensure you enclose any elements that might cause a leak.

badrender.png


Take this for example, the black outlined area is the part of the level that needs a skybox over it. IF you put a giant skybox box around the whole area, the engine is going to have to render everything in the red. As to where if you can get a nice seal around just the area that needs the skybox the engine will only have to render everything in the green area. Makes a pretty big difference. That's where most noob map makers go wrong. They put a giant box around the whole level, and then wonder why they can't get anything more than 20fps. Lol ::p:
 

Stormcaller3801

L5: Dapper Member
Jul 5, 2009
249
28
So in other words, that part you quoted where I said 'at least with any areas that have a skybox around them' is correct.