View Full Version : [TUTORIAL] Making a cool 3d skybox.
spaceweasels
11-14-2007, 09:41 AM
Basically, a 3D skybox, is a sky with added props and brushes. A properly build 3D skybox will be faster to compile and run, rather than expanding your map and adding full sized props and brushes.
STEP 1. Creating a basic skybox.
First take notice of where the coordinates 0,0,0 are. YOu can tell, because as you move you mouse cursor around, you'll see the coordinates at the bottom of Hammer, as I've circled:
http://i28.photobucket.com/albums/c216/drdread/tf2tutorials/skybox0.jpg
The 0,0,0 coordinates are a reference spot of the sky camera entity, which we'll be discussing further down.
Second, build a floor that's 512x512x64. Create blocks at each corner, these will act as a reference of where the floor ends.
Next, choose the toolsskybox texture and draw a box that covers the entire floor and will give you enough height. The dimensions should be 640x640x640. Once created, right click on it and select make hollow. The thickness should be 64.
Add a info_player_teamspawn and a light_environment. This is what you should get inside Hammer:
http://i28.photobucket.com/albums/c216/drdread/tf2tutorials/skybox1.jpg
Click on the Map menu and select Map Properties. Under skybox_texture_name, type sky_hydro_01.
http://i28.photobucket.com/albums/c216/drdread/tf2tutorials/skybox2.jpg
TIP: The TF2 skybox textures by VALVe are:
sky_dustbowl_01
sky_granary_01
sky_gravel_01
sky_well_01
sky_tf2_04
sky_hydro_01
You can find out more about these sky textures here. (http://developer.valvesoftware.com/wiki/Sky_List#team_fortress_2_materials.gcf)
If you compile and run your map, you should get this:
http://i28.photobucket.com/albums/c216/drdread/tf2tutorials/skybox-plain.jpg
It's nice, but it looks like we're floating in the sky.
spaceweasels
11-14-2007, 09:41 AM
Part 2. Preparing for the 3D Skybox
As we're seen above, we've created a sky, but it doesn't give much information about the world outside this map. We want to add the idea of a world beyond this map.
Remember where the 0,0,0 coordinates are? Place an entity called sky_camera there. It doesn't matter if the sky_camera entity is inside a brush, entity or even outside the skybox. The one we're placing right now is just a reference point. The important part is that the sky_camera has to be at 0,0,0.
Once the sky_camera has been placed, hold down the CTRL key and click the floor brush, the four corner brushes and the light_environment entity. Essentially, you should have everything selected except for the sky brushes and the info_player_teamspawn entity. While those mentioned items are selected, go to the Edit men and select Copy, and then Paste. So you've created a copy of the items selected. Move them away from the originals.
Now we're going to shrink them. Now, where did I put that shrink ray?? The default model for a 3d skybox is 1/16th (or 1:16). That ratio works well for us, because the skybox models by VALVe are also on the 1/16th ratio.
Right click on the selected items, select transform. Make sure you have the scale button selected. Under the fields of X, Y and Z, type 0.0625 (which is the numerical value for 1/16th).
http://i28.photobucket.com/albums/c216/drdread/tf2tutorials/skybox3.jpg
Now you should have a very small selected package:
http://i28.photobucket.com/albums/c216/drdread/tf2tutorials/skybox4.jpg
Now create a new brush, with one of the dirt textures on it. This will be the extended ground for the 3d skybox. You'll need to change the scale of the textures as well. Use the texture application tool on the top of the ground brush you created. In the fields for texture scale for X and Y, type 0.01625, this is 1/16th the 25% scale normally used by those textures.
http://i28.photobucket.com/albums/c216/drdread/tf2tutorials/skybox5.jpg
Now create a new skybox for you model, in the same way before. Draw a box that covers the ground texture and is high enough. Right mouse click and select Make Hollow with the thickness of 64.
Now we can also start adding brushes and props to our model. There's a whole plethora of skybox models that VALVe included in TF2. The all have skybox in their name, so you can search by that.
http://i28.photobucket.com/albums/c216/drdread/tf2tutorials/skybox6.jpg
I'll leave the skybox modeling to you.
spaceweasels
11-14-2007, 09:43 AM
Part 3. Clean up and compiling.
Alright, now that you have the skybox model created, there are a few redundant parts we should remove.
Inside the model, delete to copies of the floor and the four posts. They aren't necessary in the skybox (we were just using them for reference to know where the game field ends). Keep the sky_camera and light_environment entities though.
In the real playing map, delete the sky_camera at coordinates 0,0,0. Again, this entity was just a reference to know the distance between the playing ground and the 3D skybox. Optionally, you can also delete the four corner posts, again used as references.
Now compile and run the map. This is how mine came out:
http://i28.photobucket.com/albums/c216/drdread/tf2tutorials/skybox7.jpg
The sign, the pole, the redbrick wall ,the silos and the dirt ground are all part of the 3D skybox.
If it's too dark for you, you can always change the settings in both light_environment entities.
DOWNLOAD MY 3D SKYBOX VMF FILE HERE! (http://www.esnips.com/doc/548d957b-5479-407e-948f-6e5b5358d42f/skytest)
Tip: What if you place a skybox brush or prop into the modelled playing area? Well, you'd get the item appearing in the play area, but it wouldn't be solid. It would be like an illusionary item.
drpepper
11-14-2007, 10:11 AM
wow, thanks. the skybox has always been my dead end when trying to release maps. :thumbup1:
spaceweasels
11-14-2007, 10:48 AM
wow, thanks. the skybox has always been my dead end when trying to release maps. :thumbup1:
No problem, hope it helps. It took me a while to get 3D skyboxes working properly. What few tutorials about it on the internet were pretty threadbare. My tutorial might be a bit longer than those I found, but I tried to be thorough in my explanations.
Alexforcefive
11-14-2007, 12:30 PM
Spaceweasels, your heroism knows no bounds. So the 3d skybox is always built around 0 0 0, and the sky_camera entity tells your skybox where that is, right?
spaceweasels
11-14-2007, 01:18 PM
Spaceweasels, your heroism knows no bounds. So the 3d skybox is always built around 0 0 0, and the sky_camera entity tells your skybox where that is, right?
Thanks, glad you like it. Basically, anything the sky_camera entity sees, will be reproduced, begining at coordinates 0,0,0.
Great guide but mention 2 things that I believe you need to make sure to do.
1. Your 3-d skybox needs to have a it's own light_environment to properly light
2. Your 3-d skybox needs to have its own fog controller to be affected properly by your fog.
spaceweasels
11-16-2007, 11:55 AM
Great guide but mention 2 things that I believe you need to make sure to do.
1. Your 3-d skybox needs to have a it's own light_environment to properly light
Yes, that's true. In the steps, I do say to select and copy everything but the info_player_teamspawn and the skybox brushes. The light_environment entity you created in the play area ealier should have been included the the selecting and copying process. The reason why I include it with the copying and pasting, instead of creating the light_environment after setting up the 3d skybox, is that you could get lighting and shadows that are a bit off.
2. Your 3-d skybox needs to have its own fog controller to be affected properly by your fog.
Actually it doesn't, I've tested it myself. The sky_camera entity will do the fog effect for the 3D skybox.
Thanks for the feedback.
Snipergen
11-17-2007, 07:07 PM
nice tut, will help a lot of people and maps look better, but a little question... its nooby but i just have to know it: if you select a part of your map and you place/rotate it, the textures change their position. I just smell that there is a button for that to fix this but i dont know where:/
Intraman
11-17-2007, 08:07 PM
I also have a question.
Do you absolutely need that bottum skybox brush? I.E. Should I always put skybox floor under the regular floors in my maps?
Hope that makes sense.
spaceweasels
11-17-2007, 08:12 PM
I also have a question.
Do you absolutely need that bottum skybox brush? I.E. Should I always put skybox floor under the regular floors in my maps?
It's a good question. In most scenarios, you don't need it, as long as you do have brushes enclosing the rest of the map to avoid leaks.
spaceweasels
11-17-2007, 08:14 PM
if you select a part of your map and you place/rotate it, the textures change their position. I just smell that there is a button for that to fix this but i dont know where:/
Yeah, there is an option to lock/unlock the textures on a brush. However, I don't have Hammer right now to answer that. ;)
I'll put up an update regarding that question.
Alexforcefive
11-18-2007, 10:47 AM
While those mentioned items are selected, go to the Edit men and select Copy, and then Paste. So you've created a copy of the items selected. Move them away from the originals.
Now we're going to shrink them.
Before you do this, remember to turn off the props visgroup. Don't ask me how I know =/
[edit] never mind, even if you turn the visgroup off, they still get selected and copied. annoying!
spaceweasels
11-18-2007, 01:40 PM
Before you do this, remember to turn off the props visgroup. Don't ask me how I know =/
[edit] never mind, even if you turn the visgroup off, they still get selected and copied. annoying!
Yeah, actually this is a good point. At that point of my tutorial, I hadn't started populating the playing area. You definitely shouldn't try copying and pasting entities like props, which won't shrink properly.
In an actual map that you construct, you won't want to copy everything into the skybox, just the border walls as reference of where the skybox should start.
Alexforcefive
11-20-2007, 06:14 PM
Also, I figured it out tonight - if you hit the "ignore groups" button before you select everything, you shouldn't have any hidden visgroups popping up again
Splatt<cnasty
12-06-2007, 10:52 PM
How do you make skyboxes that cover large/huge areas? or maps? everytime I try I keep getting "error area to large" when I render.
spaceweasels
12-08-2007, 12:06 AM
How do you make skyboxes that cover large/huge areas? or maps? everytime I try I keep getting "error area to large" when I render.
I haven't seen that error before. The only thing I can think, is that you still have a sky_camera entity in the playing field. You should only have one Sky_Camera, and it should be the the 1/16th scale skybox.
Hatchetman
12-14-2007, 10:43 AM
Thanks for the tut, the skybox is one of my weak points...as you may tell from this question...
I followed this tut up to you said..."Now create a new brush, with one of the dirt textures on it. This will be the extended ground for the 3d skybox. "
Where do I make this? What size do I make it? Is it 1.0 units thick and make it even with the 1/16 model?
And, also, what exactly does this mean..."Draw a box that covers the ground texture and is high enough."
Does the 1/16 model skybox have to be a certain hight?
Also, why are my props so huge...I must have messed up something...maybe I dont understand exactly why we did a 1/16 model...is that what we build our skybox around?
http://www.wiredforwar.com/skybox.gif
spaceweasels
12-14-2007, 11:37 AM
Thanks for the tut, the skybox is one of my weak points...as you may tell from this question...
I followed this tut up to you said..."Now create a new brush, with one of the dirt textures on it. This will be the extended ground for the 3d skybox. "
Where do I make this? What size do I make it? Is it 1.0 units thick and make it even with the 1/16 model?
For a skybox, I usually make my brushes 4 units thick, which translates to 64 units thick (4 units x 16 scale = 64 scaled units).The length and width is up to you. In the example skybox I made, I extended the ground by 192 units in the four directions. When scaled up, this gives a huge amount of land to work on.
And, also, what exactly does this mean..."Draw a box that covers the ground texture and is high enough."
Does the 1/16 model skybox have to be a certain hight?
In that step, we're making a cube, a scaled 2d skybox. You want it to be high enough to accommodate most skybox models.
In my example map, I made the skybox cube 576 units high.
Also, why are my props so huge...I must have messed up something...maybe I dont understand exactly why we did a 1/16 model...is that what we build our skybox around?
Make sure the props you're using have the work "skybox" in the prop name. If you look at the example picture I took of the props, you'll notice all have the name "chimney_skybox" in them.
We use 1/16th scale, because the skybox props that VALVe included are 1/16th in scale. You can change the scale in the sky_camera entity, but the skybox props won't be scaled properly.
Try downloading my VMF file and take a look at the props and brushes I use.
You can download my example map here! (http://www.esnips.com/doc/548d957b-5479-407e-948f-6e5b5358d42f/skytest)
daemon
12-14-2007, 04:27 PM
Hello, I was trying to see how the different sky's look, but it always show what I think is a default sky. So I looked in the compile window, and found this error:
*** Error: Skybox vtf files for skybox/sky_granary_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_granary_01 to build the default cubemap!
This error shows up with all sky's (sky_dustbowl_01, sky_well_01, etc), any idea what I'm doing wrong? Thanks =).
spaceweasels
12-14-2007, 06:14 PM
This error shows up with all sky's (sky_dustbowl_01, sky_well_01, etc), any idea what I'm doing wrong?
The only thing I can think off-hand is that you might not have used the toolsskybox texture, but another skybox texture instead. Other than that, I'm not sure.
Intraman
12-14-2007, 07:35 PM
I got a question, are Skyboxes essential to building cubemaps? because I tried earlier on a map of mine that doesn't have an outside (as its under ground) and the console gave some type of error.
spaceweasels
12-14-2007, 11:04 PM
I'm not 100% sure on this, so don't quote me on it.
Skyboxes have their own basic cubemaps built in. They don't do any fancy work like reflection or refractions, it does however deal with contrasts, especially with the light_environment entity. A cubemap entity by itself should function without a skbox.
One thing though, if you rename you BSP file, you'll disconnect the map from the cubemap information that was compiled, and you'll be back to the basic skybox cubemap.
Hope that helps.
Sacrifist
12-16-2007, 05:57 PM
Hello, I was trying to see how the different sky's look, but it always show what I think is a default sky. So I looked in the compile window, and found this error:
This error shows up with all sky's (sky_dustbowl_01, sky_well_01, etc), any idea what I'm doing wrong? Thanks =).
This is actually something that Valve needs to fix. As it stands, I cant get any TF2 skies to not compile without that error other then Hydro's sky. Its a real issue because I cant get outside water to look correct even with cubemaps because the default sky cubemap is borked with these sky issues.
chpmmttn
12-20-2007, 09:21 AM
Thanks for the tutorial, it has helped me out a lot, but I do have a couple questions.
If I have a map with 4 separate outdoor areas, would I need to create a 3d skybox for each area, or will one large 3d skybox that encompasses the entire map work?
Can I have skybox elements that are between the outdoor areas? For example, if there is a mountain between two areas, can I have the mountain in the 3d skybox and have it viewable from both sides, or will it have to be part of the playable map?
I tried doing this yesterday and it gave me a HOM effect with the mountain texture and a few glimpses of sky. I haven't had a chance to troubleshoot it to make sure I didn't just mess something up, but I thought I'd see if it is even possible to do this.
0,0,0 is located directly under where the mountain would be. Would this be causing the problem?
I'm not completely sure how the sky_camera is supposed to be working. If it is actually acting as a camera that looks at the 3d skybox depending on what direction the player is looking, then my results make some sense as the skybox would be looking directly at the mountain from underneath. If it is just a reference for where 0,0,0 is and gives the player a view of the skybox based on where they are located in the map, then this doesn't make sense (to me anyway).
Attached is a diagram to give a basic idea of how the sky_camera is setup, in case I wasn't clear.
Thanks for any help.
spaceweasels
12-20-2007, 10:27 AM
If I have a map with 4 separate outdoor areas, would I need to create a 3d skybox for each area, or will one large 3d skybox that encompasses the entire map work?
Well, you can make 4 seperate skyboxes if you wish (but only one Sky_Camera entity), but it would be better to build one skybox that would cover the 4 seperate areas. That way you can have shared models for the different skyboxes.
I'm not completely sure how the sky_camera is supposed to be working. If it is actually acting as a camera that looks at the 3d skybox depending on what direction the player is looking, then my results make some sense
Yes, that basically right. The sky_camera entity works as a moving camera for each player. As you move along the map, the sky_camera does as well. The sky_camera synchronizes with coordinates 0,0,0; therefore you can only have one sky_camera for all you 3d skyboxes.
daemon
01-01-2008, 09:49 PM
Hello, after several tries to make a 3d skybox, it still was not showing, so i downloaded your example map, compiled and ran it, and surprise, the skybox doesnt show. Can something be wrong with my hammer install or configuration, or anything else?
This scrshot is from your example map, no alteration made, just download and compile.
http://img233.imageshack.us/img233/3399/skytest0000ur6.th.jpg (http://img233.imageshack.us/my.php?image=skytest0000ur6.jpg)
Thanks.
This is actually something that Valve needs to fix. As it stands, I cant get any TF2 skies to not compile without that error other then Hydro's sky. Its a real issue because I cant get outside water to look correct even with cubemaps because the default sky cubemap is borked with these sky issues.
I can't get any cubemaps to compile (other than with hydro's sky) it runs through the normal process of compiling the cubemaps and then seems to throw them away because It doesn't have the cubemap for the sky. Where is the cuemap for the sky used anyway? seems a bit pointless to me.
has this issue been raised on the valve forums? do they know they need to fix it?
Help us valve!
Paddy
01-02-2008, 08:08 AM
hey im having problems compiling! it freezes the program and then i have to close it! could this be because i have not started the box at 0,0,0 or something?
vegit0r
01-02-2008, 02:48 PM
at what phaze doest it freeze?
Paddy
01-02-2008, 03:38 PM
it freezes on the portal flow bit!
Spaceweasels, thank you for this tutorial. I changed the scenery in my map into a 3D skybox and it significantly lowered my compile time.
I'm still working on getting the fog to work properly in my skybox, though.
Intraman
01-05-2008, 11:45 AM
Spaceweasels, thank you for this tutorial. I changed the scenery in my map into a 3D skybox and it significantly lowered my compile time.
I'm still working on getting the fog to work properly in my skybox, though.
Did you take a look as this: http://developer.valvesoftware.com/wiki/Fog_tutorial
Intraman
01-06-2008, 12:02 AM
Ok, I've tried making one for my map and I've run into a problem. For some reason, the ligght enviroment only lights up what's OUTSIDE the map, ie the place that no one is suppose to see. I know this because you can see a large view of much of the map to the oneside of the screen (the opposite side I have the 3-d skybox). Any ideas as to what I did wrong?
Termaximus
01-11-2008, 08:19 AM
Good tuturial. I think this one is a little more clear or perhaps just a different angle on the same topic. Check it out:
http://forum.interlopers.net/viewtopic.php?t=1839
Termaximus
01-14-2008, 03:12 PM
Ok so for the most part my 3D skybox works great. Looks good and has lowered compile time significantly. Having one issue. I can see part of the playable world in the skybox. Let me elaborate. I have a center courtyard and to the north and south are two massively high skyscrapers. The skycrapers in the playable word are only really 2048 units high. Above that is all 3d skybox. In the playable word I have a brush between the two skycrapers making a ceiling and textured with tools/toolsskybox. On the sides of the courtyard I have a brush 512 units high textured with brick and above that a brush going to the ceiling and also textured with toolsskybox. When I run the map and look up it looks great and my mountains and props in distance look correct. The problem is when I move east and west to edge of courtyard I can see over the wall brush and through the skybox textured brush into my playable word buildings, which kinda blend into the 3d skybox stuff. If this is two confusing let me know and I will upload some screens.
p.s. by North, South etc I mean when looking at top down view in Hammer, North would be up, etc...
ledguitar
01-17-2008, 02:14 AM
First time skybox maker.
So I tried making a skybox following your tutorial. However when i finished making the skybox and tried to run the map. The compile window comes up and after a few seconds I get an error message that says "The command failed. Windows reported the error: "The system cannot find the file specified."
So I'm guessing that hammer can't create the map and therefore cannot run it. My question is that do you know what could have caused this problem? It compiled fine before I attempted the skybox.
Edit: Problem solved. Made skybox wrong.
Pseudo
01-26-2008, 01:51 PM
The dev wiki (http://developer.valvesoftware.com/wiki/3d_Skybox) says "A light_environment in the non-skybox part of the map negates the need for one in the 3D skybox." It seems like this is true?
And a tip: I have found that some of the skybox props don't have collision models, so you have to set them to 'Not Solid' or else you'll get a list of errors in the console whenever the map loads.
sailfin
01-28-2008, 06:30 PM
thanks dude, really helped!:w00t:
peclarkjr
04-29-2008, 03:36 PM
Nice tutorial. I really appreciate it. I made a CTF castle type map with button controlled doors and draw bridges. There's water, tunnels, etc. the map works great. I want to add a 3d skybox and surround the map with grass and mountains in the distance.
So with the map I placed the sky_camera at 000.000 coordinates. I selected and copied my entire map.....pasted just to the left of my map and lined it up. Then I shrank the entire copied map to scale .0625. The Sky_camera is in my small map and I went back deleted the sky_camera from my playable map....Correct? So now its ONLY in my small map.
Then I surrounded the small map with a brush and textured it with grass so far.
Ok so I complied just to see if the grass area would show up outside my map. What I get is to one side of the playable area in game is MY MAP....no grass. I see the two castles there....
I only have one sky camera and its in the small map.
Any ideas on what I did wrong?
Should I move my big playable map over and put the small map at coordinates 000.000?
Here is a screenshot:
http://i236.photobucket.com/albums/ff215/inextirpable/kingscastlefight0001.jpg
Thanks so much!
Little Dude
08-11-2008, 07:11 PM
Thanks. It really helped out with my map making
elfworks
08-12-2008, 08:43 PM
Very helpful tutorial, thanks!
The only time I stumbled was creating the skybox for the reduced world - I made it too small at first.
Now create a new skybox for you model, in the same way before. Draw a box that covers the ground texture and is high enough. Right mouse click and select Make Hollow with the thickness of 64.
I was able to solve my problem by looking at your sample scene, but a screenshot after this step would have cleared things up.
Otherwise, it was a clear and easy to follow tutorial.
Thanks again!
[FT] Andy
09-11-2008, 09:49 AM
hi, im new to the mapping scene and im a bit stuck with the 3d skybox. Below is a sky view of my map:
http://i204.photobucket.com/albums/bb134/Lanfear_17/map_skyview.jpg
the 4 outdoor areas ideally need a 3d skybox but im not too sure how to go about it.
Sgt Frag
09-11-2008, 11:11 AM
peclarkjr, not sure what you did wrong but try a few things.
[FT] Andy, you probably want to read this too.
First peclarkjr, delete the copy you made and the camera and start over.
1st, create a sky camera at 0,0,0 (that makes sure everything in world and skybox line up.)
2nd, create some basic brushes around your map. ground is fine, maybe a few boxes to represent buildings/mountain if you will want them. This helps to keep scale correct when you finish skybox.
3rd, select ONLY the camera and the brushes you created around your map that you want in skybox. No need to copy your map.
4th, move those to the side, scale to 0.0625 (make sure you check tex lock buttons so textures scale properly).
5th, surround your skybox brushes with a cube and texture with sky (can be a cube hollowed or can be 6 brushes, just make sure it is sealed too).
Should work now. Good luck.
[FT] Andy
09-11-2008, 11:48 AM
oh i see, i'll give it a shot, thanks :)
tortilaman
09-29-2008, 11:32 PM
I've been using your tutorial and others to aid me in the creation of my skybox (I've been using simple 2d, and wanted to step it up) and came across a problem: I see a copy of the level in the skybox. I've checked for leaks in the regular level, and the 3d skybox (it's just a hollowed out brush) and haven't found any. I'm wondering what else could be the problem, because to my knowledge, there's only one sky camera entity.
screenshots:
The Level
http://i74.photobucket.com/albums/i247/tortilaman/Level.jpg
The skybox reproducing it if you get high enough.
http://i74.photobucket.com/albums/i247/tortilaman/SkyboxProblem.jpg
Cr4ig0
10-18-2008, 02:22 PM
i tried this and the outcome was pretty horrible :/ i had half of the map with a sky and the other half with that flickery stamp thing going on... what did i do wrong?
phantombadger
10-26-2008, 02:58 PM
Good tutorial. its good to see an in progress explanation of the dev wiki. everything in this tut is in the wiki but the pics and a someones take on it helps. thanx
Little Dude
10-31-2008, 09:12 AM
hey do you guys know how to make it so your main part of the map doesn't appear in the sky?
Woo-Zee-Moo
10-31-2008, 02:55 PM
Delete it from the 3d skybox.
Tony Shwiztana
11-04-2008, 02:02 AM
Question,
Could you just build you whole map normal sized, copy all the brushes that you want in your skybox (my concern being mostly on displacments) use that there shrink ray method of yours then delete the originals and have everything work out?
I tried displacing a small part of my map which i haven't done so to yet, all my brushes displaced and not copied, transformed and changed texture scale and it look as though it would work, I didn't compile because Im doing all my brush work before anything else, a for sure yes would defenetly be nice to hear though, thanks
Ninjilla
11-15-2008, 01:11 AM
I have the oddest problem...
When I play my map, only some of the 1/16th props show up. These ones are also props sticking out slightly from the skybox, which I fixed, but havent tested it out to see if those worked. Anywho, I was playing my map, and I noticed that I could see the smaller, 1/16 skybox props (coincidentally only the ones that appeared in my main level appeared there until I got very close.), and on the other side, a copy of my level that I assume was 16 times bigger! I noclipped there, and it seemed to be going slow, but I think its just because everything else was huge. Anyone know why this happened and a fix for it?
eerieone
11-15-2008, 04:15 AM
when you dont do vrad and vvis render, you will see your level projected throught the skybox. rendering with vvis & vrad on at least fast in expert mode should solve that issue.
Ninjilla
11-15-2008, 12:19 PM
Same problem, and when I expanded the skybox for my 3D so the props didnt stick out, even less showed up. I dont know why its making this way bigger version in the first place >_<
Tetra
11-22-2008, 11:53 AM
Great tutorial, spaceweasels. Been looking for a decent 3dskybox tut, not sure why I didn't look here first :P Next time I'll be sure to though!
+Thanks to you, sir.
Mr.Eagle
05-17-2009, 01:52 PM
Hi, everybody - first time at this forum.
Quick question, I've looked at some valve maps (lumberyad and goldrush) and noticed that their skycameras are not at 0,0 and I can't seem to find how they managed to change the orientation in its settings.
Hi, everybody - first time at this forum.
Quick question, I've looked at some valve maps (lumberyad and goldrush) and noticed that their skycameras are not at 0,0 and I can't seem to find how they managed to change the orientation in its settings.
The camera doesn't have to be at 0,0,0 the camera represents 0,0,0 for the 1/16 scale stuff.
so say you put a prop at 32 units above the sky camera entity, that will then appear ingame to be 16 times bigger and it will be projected at 0,0,512.
Mr.Eagle
05-17-2009, 02:43 PM
Oh, ok thanks!
The other thing I'm curious about - were the walls in the skybox put around the transformed floor brush? Which is why they line up to the corner pieces in the rendered map?
Frogger
07-30-2009, 03:52 PM
I need help with something. Whenever I try to use any other skybox texture other than the default, it does not work. I am getting everything to work right, including the 3D part, but I just cant make sky_alpinestorm_01 to work the right way.
EDIT: Yeah... I forgot to build cubemaps (DUH!) I fixed it!
Eternal
07-31-2009, 01:57 AM
Is it possible to make multiple 3d skyboxes and have different sections of the map connected to different skyboxes?
Say for instance you have 2 sections of a payload map and you want the 2nd section to give the illusion of being somewhere else entirely could you do that? Or would you need to basically just create walls seperating different sections of the 3dskybox to block off the view of stuff from the previous section and create the illusion of two different locations.
CyberZombie88
08-12-2009, 09:30 PM
i have a problem :P. the sky box worked but i added a hill and the slab of land it is specifically in is on the wall (I.E. See able through the wall but in a miniature form) can any one help?
Eternal
08-12-2009, 10:28 PM
I'm not entirely certain I understand your problem, but could it be that your skybox is not exactly 1/16th scale so the part that is too small is interfearing with the map itself?
Forgive me if I misunderstand I also am new to map making and have not set up 3d skyboxes yet but I thought I could try and think of potential problems you may have not thought of. <.<
Ninjilla
08-13-2009, 12:40 AM
That happened to me too, IIRC it was a leak. compile and load a point file and check.
CyberZombie88
08-13-2009, 06:55 AM
compile and load a point file and check? yea.......kinda new here :P. please elaborate good sir.
Ninjilla
08-13-2009, 02:40 PM
AH, I assume you know compile. Press f9 for that. Then when you are in hammer, go to the tool bar and select Map > Load Pointfile. You will see a red line that leads to a leak in your map. Just need to repeat and fix until all the leaks are gone, which is annoyingly tedious >_<
CyberZombie88
08-13-2009, 03:11 PM
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you <3
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