Env_laser draw distance problem

Timberjaw

L2: Junior Member
Nov 6, 2009
71
19
My skybox contains a laser, stretching from the top of the non-skybox height to the top of the skybox height. It's rendering in-world OK, but it fades out part of the way up, like so:

jiVEw.png


I should mention that the skybox is unusually tall; about 7500 Hammer units. This is necessary because I have the moon as a brush within the skybox, and it needs to be very high up to avoid noticeable parallax when the player moves around the level.

Is there anything I can do about the laser render issue? I'm assuming it's some kind of draw distance issue, but the moon is rendering fine.
 
Mar 20, 2012
391
806
Make a 3D skybox with a custom skybox texture that contains the moon. 7500 unit tall skybox with a brush moon? Optimization nightmare.

Mr. Happy did a space-themed map for the artpass contest. Although he did the earth (and not the moon), it's a pretty good example of how you can use a skybox to portray a distant celestial entity.
http://www.mapcore.org/viewtopic.php?f=57&t=15595&start=0

If you're curious about how to pull off the actual making of the skybox texture:

Rexy has a wonderful guide on implementing photoshop or gimp textures into the correct order and place for skybox usage.
http://forums.tf2maps.net/showthread.php?t=5268

Cheers!
 
Mar 20, 2012
391
806
Oh jeez. Uh. Hmm.

This is probably outside the boundaries of what Hammer can offer, but I commend you for trying to think outside the box. Perhaps Boojum Snark or Rexy might have an idea about how this might be done.

EDIT: Also, I just realized how pathetic I am:

You see, I plan to blow up the moon.

Totally read that in Dr. Evil's voice.
 

tyler

aa
Sep 11, 2013
5,102
4,621
You should turn both the laser and the moon into models. I think that'd be the only feasible way.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
Try using an env_beam instead. It has options to enable/disable fading out the beginning or the end. Env_laser may have something like that hardcoded (laser is much less flexible of an entity).
 

Timberjaw

L2: Junior Member
Nov 6, 2009
71
19
Try using an env_beam instead. It has options to enable/disable fading out the beginning or the end. Env_laser may have something like that hardcoded (laser is much less flexible of an entity).

Tried env_beam. Same result, unfortunately. If I noclip into the skybox region (with either env_beam or env_laser), the beam displays with its full length.

I tried some console settings related to fog distance, which also didn't seem to have an effect on the render distance.
 

Timberjaw

L2: Junior Member
Nov 6, 2009
71
19
From a scientific aspect, you will see a visible extinction of the laser (like what you see) if something like this was to happen in real life/in general (anywhere)...
Good point. ;)

EDIT2: it might also be because you're in fullbright.
Tried full VRAD, no go. Either it's some kind of entity render distance limitation, or it's something specific to both env_laser and env_beam rendering.