Env_laser draw distance problem

Discussion in 'Mapping Questions & Discussion' started by Timberjaw, Apr 25, 2012.

  1. Timberjaw

    Timberjaw L2: Junior Member

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    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:

    [​IMG]

    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.
     
  2. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

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    Have you tried to make it in a 3D skybox instead? Not sure how that'd work, but its worth a try :)
     
  3. Timberjaw

    Timberjaw L2: Junior Member

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    It is in a 3D skybox. Sorry if that wasn't clear.
     
  4. ForbiddenDonut

    aa ForbiddenDonut

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    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!
     
  5. Timberjaw

    Timberjaw L2: Junior Member

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    The brush is necessary, actually. You see, I plan to blow up the moon.
    [​IMG]
     
  6. ForbiddenDonut

    aa ForbiddenDonut

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    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:

    Totally read that in Dr. Evil's voice.
     
  7. tyler

    aa tyler snail prince, master of a ruined tower

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    You should turn both the laser and the moon into models. I think that'd be the only feasible way.
     
  8. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    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)...



    ... just sayin.

    EDIT2: it might also be because you're in fullbright.
     
    Last edited: Apr 25, 2012
  9. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    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).
     
  10. Timberjaw

    Timberjaw L2: Junior Member

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    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.
     
  11. Timberjaw

    Timberjaw L2: Junior Member

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    Good point. ;)

    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.