Seeing my map through the 3D skybox

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KaydemonLP

L5: Dapper Member
Nov 17, 2015
204
63
As the title says, and it makes my map lag whenever i look at it. I tried to make fog but, i can still see it, but a prop that is next to it dissapears.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
Your title says "seeing my map through the 3D skybox", and you say "as title says, [an entirely different thing]". Anyway, yes, your map will render through 3D skybox, because skybox is what rendered first and your map is rendered over it, regardless of what covers what after the 16x scaling.
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
Since 3D skybox is rendered seperate from your map, the only way to stop seeing your level through the skybox is blocking the visibility inside the level with a brush.
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
I think what he means is that he can see his entire map in the 3D skybox as well as in the map itself. This is often due to having a sky_camera in the map (as opposed to having it in the 3D skybox where it should be)
 
Last edited:

Cole Slaw

L2: Junior Member
Feb 26, 2015
88
68
How did you make your skybox? if the sky camera is still in the map, and not the skyboix itself, then it could cause serious issues with fps.
 

KaydemonLP

L5: Dapper Member
Nov 17, 2015
204
63
What i mean is this:
When i dont look at the direction of the map in the 3d skybox everything is normal
F6Cxx0p.jpg

But when i look in the general direction (even if through walls) of the buged out map
fLr3lr9.jpg
 

BigfootBeto

Party Time 2.0!
aa
Jun 8, 2016
496
847
I don't completely understand what's happening there, but did you run vvis? Even if you have walls, without vvis, everything will be rendered anyway.
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
Did you make a seperate skybox for the 3D skybox? Did you make sure the 3D Skybox uses 2D Skybox to not mess up?
 

KaydemonLP

L5: Dapper Member
Nov 17, 2015
204
63
I don't completely understand what's happening there, but did you run vvis? Even if you have walls, without vvis, everything will be rendered anyway.
I tried with,without and fast. All same results.
 
P

Prosciutto

I got the same problem once
1 check if you don't have leaks
2 remake the 3D skybox
I did both those things and it worked
 

KaydemonLP

L5: Dapper Member
Nov 17, 2015
204
63
Did you make a seperate skybox for the 3D skybox? Did you make sure the 3D Skybox uses 2D Skybox to not mess up?
Oh. I actualy used 3d skybox. Il change it and try again.


EDIT: If you mean where the 3d skybox is located its here
ku4Ezse.png
 
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KaydemonLP

L5: Dapper Member
Nov 17, 2015
204
63
Nope making it a 2d skybox didnt change anything.

Also i did try sealing the map from it but somehow it still rendered the map.

So now i was searching if there is a sky camera anywhere outside the skybox but nothing was found.
 
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KaydemonLP

L5: Dapper Member
Nov 17, 2015
204
63
Starting a 'Fast' compile.
Starting compilation of E:\SteamLibrary\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\mindfuck_hightorangemillbine.vmf
Valve Software - vbsp.exe (Feb 17 2017)
2 threads
materialPath: E:\SteamLibrary\SteamApps\common\Team Fortress 2\tf\materials
Loading E:\SteamLibrary\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\mindfuck_hightorangemillbine.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/mindfuck_hightorangemillbine/nature/blendgroundtogravel004_wvt_patch
Patching WVT material: maps/mindfuck_hightorangemillbine/nature/blendgroundtogravel004_grass_wvt_patch
Patching WVT material: maps/mindfuck_hightorangemillbine/nature/blendgroundtogravel005_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (7)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (5)
Processing areas...done (0)
Building Faces...done (1)
Chop Details...done (1)
Find Visible Detail Sides...
Merged 1222 detail faces...done (11)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (7)
writing E:\SteamLibrary\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\mindfuck_hightorangemillbine.prt...Building visibility clusters...
done (1)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/mpa111*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/mpa111*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Found a displacement edge abutting multiple other edges.
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
WARNING: Map using power 4 displacements, terrain physics cannot be compressed, map will need additional memory and CPU.
done (6) (3538353 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 6465 texinfos to 4576
Reduced 142 texdatas to 137 (2875 bytes to 2662)
Writing E:\SteamLibrary\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\mindfuck_hightorangemillbine.bsp
Wrote ZIP buffer, estimated size 1647614, actual size 1641370
1 minute, 51 seconds elapsed
1.612900 -1.505447 0.000000
1.536700 -1.505447 0.000000
-1.612900 -1.325147 0.000000
-1.612900 -1.505447 0.000000
make_triangles:calc_triangle_representation: Cannot convert
1.612900 -1.505447 0.000000
1.536700 -1.505447 0.000000
-1.612900 -1.325147 0.000000
-1.612900 -1.505447 0.000000
make_triangles:calc_triangle_representation: Cannot convert
Valve Software - vvis.exe (Feb 17 2017)
fastvis = true
2 threads
reading e:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\mindfuck_hightorangemillbine.bsp
reading e:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\mindfuck_hightorangemillbine.prt
6966 portalclusters
28753 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9..Valve Software - vrad.exe SSE (Feb 17 2017)

Valve Radiosity Simulator
2 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading e:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\mindfuck_hightorangemillbine.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (14.64 seconds)
11134 faces
3 degenerate faces
4252447 square feet [612352384.00 square inches]
400 Displacements
211485 Square Feet [30453936.00 Square Inches]
sun extent from map=0.173648
187 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (624)
Build Patch/Sample Hash Table(s).....Done<0.1085 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
Computing detail prop lighting : 0...1...2...3...4...5...6...7...8...9...10
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (186)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 117/1024 5616/49152 (11.4%)
brushes 4612/8192 55344/98304 (56.3%)
brushsides 32168/65536 257344/524288 (49.1%)
planes 14178/65536 283560/1310720 (21.6%)
vertexes 31196/65536 374352/786432 (47.6%)
nodes 10043/65536 321376/2097152 (15.3%)
texinfos 4576/12288 329472/884736 (37.2%)
texdata 137/2048 4384/65536 ( 6.7%)
dispinfos 400/0 70400/0 ( 0.0%)
disp_verts 12032/0 240640/0 ( 0.0%)
disp_tris 16448/0 32896/0 ( 0.0%)
disp_lmsamples 538230/0 538230/0 ( 0.0%)
faces 11134/65536 623504/3670016 (17.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 8624/65536 482944/3670016 (13.2%)
leaves 10161/65536 325152/2097152 (15.5%)
leaffaces 14833/65536 29666/131072 (22.6%)
leafbrushes 13968/65536 27936/131072 (21.3%)
areas 25/256 200/2048 ( 9.8%)
surfedges 88415/512000 353660/2048000 (17.3%)
edges 59796/256000 239184/1024000 (23.4%)
LDR worldlights 187/8192 16456/720896 ( 2.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 1775/32768 17750/327680 ( 5.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 32352/65536 64704/131072 (49.4%)
cubemapsamples 19/1024 304/16384 ( 1.9%)
overlays 208/512 73216/180224 (40.6%)
LDR lightdata [variable] 6300944/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 319851/393216 (81.3%) VERY FULL!
LDR ambient table 10161/65536 40644/262144 (15.5%)
HDR ambient table 10161/65536 40644/262144 (15.5%)
LDR leaf ambient 21483/65536 601524/1835008 (32.8%)
HDR leaf ambient 10161/65536 284508/1835008 (15.5%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/61356 ( 0.0%)
dtl prp lght [variable] 1/4 (25.0%)
HDR dtl prp lght [variable] 1/4 (25.0%)
static props [variable] 1/92922 ( 0.0%)
pakfile [variable] 1641370/0 ( 0.0%)
physics [variable] 3538353/4194304 (84.4%) VERY FULL!
physics terrain [variable] 0/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 31632
Writing e:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\mindfuck_hightorangemillbine.bsp
13 minutes, 55 seconds elapsed
E:\SteamLibrary\SteamApps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\mindfuck_hightorangemillbine.bsp -> E:\SteamLibrary\SteamApps\common\Team Fortress 2\tf\maps\mindfuck_hightorangemillbine.bsp
1 File(s) copied
'Fast' compile finished in 00:31:46
4 errors/warnings logged:
(1) - Found a displacement edge abutting multiple other edges (Info)
(2) - make_triangles:calc_triangle_representation: Cannot convert (Warning)
(3) - make_triangles:calc_triangle_representation: Cannot convert (Warning)
(4) - fastvis = true (Info)
 
Last edited:

Hyperion

L16: Grid Member
aa
Jun 8, 2015
840
659
I'm not sure but it looks like vvis crashed. Also don't use fast vvis if you want to actually calculate visibility so it is probably that
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
Valve Software - vvis.exe (Feb 17 2017)
fastvis = true
2 threads
reading e:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\mindfuck_hightorangemillbine.bsp
reading e:\steamlibrary\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\mindfuck_hightorangemillbine.prt
6966 portalclusters
28753 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9..Valve Software - vrad.exe SSE (Feb 17 2017)
A full compile is preferable, but I can at least see here that VVIS is crashing even on fast. I'd load up the portal file and check for any overly complicated visleafs.
 

KaydemonLP

L5: Dapper Member
Nov 17, 2015
204
63
A full compile is preferable, but I can at least see here that VVIS is crashing even on fast. I'd load up the portal file and check for any overly complicated visleafs.
Im kinda new to the optimizing thing. Can you explain what you mean?
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
Since VBSP finished successfully, you now have this thing called a portal file, which stores information about the visleafs your map was divided into. If you go to Map > Load Portal File you can see the leafs represented as blue boxes. Ideally these boxes should be as simple as possible, so if you see any really dense clusters of blue lines, then you'll want to func_detail the brushes that are causing those excess leaf cuts. Compile and repeat to see if your changes helped.

This may or may not be related to your original problem, but it's a good thing to do anyway. If it doesn't work then I might have to look at the vmf.
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
A 'fast' compile will set VVIS to do a fast visibility check on the map, which doesn't actually do any work calculating what you can and can't see in the map. That part is what tells the map that no, you shouldn't be able to see the skybox like that from the play area. Since it's not doing the visibility pass, it's going to render the 3D skybox as if you can always see it.
 

KaydemonLP

L5: Dapper Member
Nov 17, 2015
204
63
A 'fast' compile will set VVIS to do a fast visibility check on the map, which doesn't actually do any work calculating what you can and can't see in the map. That part is what tells the map that no, you shouldn't be able to see the skybox like that from the play area. Since it's not doing the visibility pass, it's going to render the 3D skybox as if you can always see it.
I did try it on normal mode but it still didnt work.