"func_detailing" the Skybox?

Discussion in 'Mapping Questions & Discussion' started by Aliensoldier, Aug 18, 2011.

  1. Aliensoldier

    Aliensoldier L1: Registered

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    Hey guys!
    Just a quick question:
    Is it possible to func_detail the Skybox without to cause any kind of problems?

    Oh, and there is also something else, but I don't wanna extra open a new thread for this now:
    In my map I have a radiospeaker which plays old music. But the problems is that after a round in TF2 has ended the music still plays and overlaps with the other when the new round starts. Is there some way to make the ambient_generic stop playing sound? Seems like the Input "StopSound" does not work, at least it did not in EP2...
     
  2. Godslayer57

    Godslayer57 L8: Fancy Shmancy Member

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    Last I checked func_detailing the skybox would cause leaks as last I checked Func_detail doesn't seal
     
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  3. Aliensoldier

    Aliensoldier L1: Registered

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    Ok, thanks for the fast answer mate!
     
  4. Jeremy

    Jeremy L11: Posh Member

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    I don't really see why you'd need to func_detail the skybox anyway.
     
  5. Terr

    aa Terr Cranky Coder

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    Well, slow VVIS due to lots of vis-leaves would be a reason. (Which brings into question what that kind of heavy-duty brushwork detail is doing there in the first place.)


    I think the phrasing here is misleading: In terms of leaks, there is no difference in how you'd treat the sky-box versus how you'd treat any other major wall, floor, or ceiling in the game.

    You can func_detail brushes that reside inside the skybox all you want.
     
    Last edited: Aug 18, 2011
  6. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    I think everyone assumed he meant the actual skybox brushes, not stuff contained inside the 3D skybox. But now that you brought that up, no portals/leaves are generated inside a volume that contains a sky_camera, so it would be irrelevant to do such a thing.
     
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