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 Post subject: Skybox and textures
PostPosted: Sun Feb 07, 2010 2:23 pm 
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Joined: Wed Aug 05, 2009 9:14 am
Posts: 52
I was thinking of what are the purpose of some of the tools texture Troika used ingame.

I saw this texture many times and can't find out what it is for: NO VIZ and VIS ONLY.
NO VIZ is used inside the map but for the whole 3d skybox too (above the map).
Could it be that it's used to seal the view from the world to the skybox and vice versa? So that you don't see the world from the skybox in the world?
And what is VIS ONLY for?

Second, the world brushes/models are rendered ontop of the skybox brushes/models, when the world brushes are behind it.

In Hammer:
Image

In-game rendering:
Image

As you can see, the brushes from the world are overlapping, being on top of the skybox brushes.
There would be a workaround for this, but it would mean that all the skybox brushes which have this issue need to be put inside the world map, which would take more space in the map.

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 Post subject: Re: Skybox and textures
PostPosted: Wed Feb 10, 2010 3:45 pm 
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Joined: Fri Feb 02, 2007 4:42 pm
Posts: 520
Location: Victoria, Australia
There are a few textures that are now obsolete.

A guess as to what those two mean:
  • No Vis:Don't run vis calculations on the surface, as it will never be seen. Probably should be replaced with NODRAW
  • Vis Only:An odd one, perhaps calculate visibility, but don't light the surface with rad?

I'm going to try recreating those skyboxes, and see if I can fix the rendering issue.


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