Screwed Up Sky

A_Boojum_SnarkA_Boojum_Snark Join Date: 2003-09-07 Member: 20628Members
<div class="IPBDescription">dont know how else to describe it</div> Any ideas what would cause the skybox on my maps look like this? It doesnt happen on other ones, just mine, so there must be something I'm missing. Also happens no matter what mod I make a map for, the sky looks like that <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
sky.jpg 23.1K

Comments

  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    This a joke? No offence, I've just never seen the sky mess up like that. You got me.
  • Alurcard2Alurcard2 Join Date: 2003-07-30 Member: 18614Members
    Try choosing a different sky
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    are the ENTIRE sky brushes covered in the "sky" texture?

    ~ DarkATi
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    It happens randomly, sometimes the HL engine renders the Sky texture weirdly, and wrongly. Then it renders part of your sprites and other stuff

    Try restarting HL and check again
  • A_Boojum_SnarkA_Boojum_Snark Join Date: 2003-09-07 Member: 20628Members
    1. its not a joke
    2. i have already tried about 6 different skys
    3. yes, the whole brush is covered with SKY
    4. it isnt random, recently it started happening <i>only</i> and <i>always</i> on my maps, but <i>never</i> on a map from valve, an official NS map, whatever else
    5. restart hl? :| already done that, about 20 times over a couple weeks & system reboots.
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    Hmm...really weird....must be a rendering bug in HL, I remember some times when I play on the official maps and some parts of the map are covered in NULL....or invisible func_walls, might be related
  • NetBentNetBent Join Date: 2003-05-16 Member: 16386Members
    try making a map with a hollowed out box of just sky brushes. And see if it still does it, if so then it would most likely be your configs.
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    probably the editor that you are using
  • A_Boojum_SnarkA_Boojum_Snark Join Date: 2003-09-07 Member: 20628Members
    Problem found!

    What is it? XP-cagey's HLCSG <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> I switched back to Merl's for a different reason and behold, my sky is back to normal. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--A Boojum Snark+Nov 29 2003, 12:08 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (A Boojum Snark @ Nov 29 2003, 12:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Problem found!

    What is it? XP-cagey's HLCSG <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> I switched back to Merl's for a different reason and behold, my sky is back to normal. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I'd be interested in seeing your map file to figure out what's going on... this is the first time I've seen/heard of this, and I'm not sure what would be causing the difference.

    Which version of the tools were you using? p12?

    Did you use p12 for every stage, or did you mix versions?
  • A_Boojum_SnarkA_Boojum_Snark Join Date: 2003-09-07 Member: 20628Members
    edited November 2003
    Yes, I used p12 from the start, I've never had any version before that too.

    The map is fairly plain, just a light_env and info_player_start so I can look at it.


    edit: <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> well I guess it isnt your tools, just a coincidence that it had stopped when I switched, cause now after a few successful compiles with Merl's my sky problem has returned <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> crap I dunno /me sighs a heavy sigh
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    wow! personally think this one looks cool. build your map so the skybox fits <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    no, seriously, weird error. I guess you rebuilded the skybox? maybe a complete new skybox (created with new geometry, not just copying existing solids) MAY help. maybe its a problem with the specific skybox images. try others.
    at least I would guess your graficscard fools you... try another one <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    but I still think it looks cool...
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    So your skybox works sometimes, other skyboxes always work, right? -> Your skybox must be different. While the error may be produced by your vid card (guess it is 3Dfx or ATI) and/or particle systems it can obviously solved by finding the difference between the existing skyboxes and yours.
    First check the file format you are using (BMP, TGA etc.) and convert your sky to TGA if neccesary. Then check the file size. The files should be 192KB in size. Are they ALL saved as 24 bit images? Is the size 256x256?
  • A_Boojum_SnarkA_Boojum_Snark Join Date: 2003-09-07 Member: 20628Members
    edited November 2003
    It isnt just one map, its all that I make, 2 different NS maps, 1 HLSP map, and a few others, so it isnt the geometry of the sky. The skybox files are all correct, they are either default HL ones or ones that come with NS in the installer. However it isnt a hardware issue I dont think because it only occurs on my maps which tells me I must be overlooking something.

    edit: another thing i forgot to mention (i was reminded by the guy that thought it was cool) is it isnt the skybox, this stuff appears where the sky brush is, on waaaaay out there where the skybox is rendered. (so i couldnt build a map around it)
  • AndosAndos Join Date: 2003-10-17 Member: 21742Members
    Could be the result of scaling the sky texxture down to something rediculously small.
  • A_Boojum_SnarkA_Boojum_Snark Join Date: 2003-09-07 Member: 20628Members
    its 1x <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> I never scale the sky
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    I've had some really wierd glitches with the sky before. IIRC, it was because the SKY texture wasn't 16x16 and a solid color. Make sure you're using a standard SKY texture, like the one in NS.wad or VALVE.wad. Just using any old texture named SKY won't work.
  • Sir_PepeSir_Pepe Join Date: 2002-12-15 Member: 10845Members
    This happend to me once... when my SKY-Texture was stored in some wired custom wad. In this case, my sky looked like yours, only with purple instead of white <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->

    If your SKY-Texture is not the one from halflife.wad, try to change that... i don't know why, but it worked for me <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • A_Boojum_SnarkA_Boojum_Snark Join Date: 2003-09-07 Member: 20628Members
    Ah, that was it, my sky texture was in my own wad that gets wadincluded into everything I make, Thanks pepe
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Er... someone should tell Valve for their next update <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    small issues

    check that you don't have any seeable brushes with aaatrigger, origin, or other such "special textuers" on them

    check that your null textuer is geting striped right - i had this problem with p10 of cagey, on nsa_goldegate (shh this map is not public yet)

    when u start the map, is your sky like that, or after u hot your flash light, or drop something from the cc - ie ip

    do u have any flashing lights, or lights with names? if so this could also cause the error if u have seeable aaatrigger, or unstriped null

    any other issues, ask me, i have been mapping for 4 years now, and have come across this error, but the history of it can be cause be manythings, i have named the most common

    amckern
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    edited November 2003
    <!--QuoteBegin--NerdIII+Nov 30 2003, 04:48 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NerdIII @ Nov 30 2003, 04:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Er... someone should tell Valve for their next update  <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Nah, I can take this one <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    I need to make a special case in the wad inclusion code to always reject textures named SKY - that way people won't accidentally embed a texture in their map and break the sky renderer.

    Shouldn't be too tough, and it stops an obscure problem mappers shouldn't have to think about -- marked on my to-do list for p13.

    In the meantime, don't -wadinclude any sky textures <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    EDIT: I just realized that this might also be why people are having problems with AAATRIGGER being flaky -- don't wadinclude that either, and I'll add it to the ignore list for wadinclude. HINT, SKIP, and NULL should also be on the ignore list since they should never be used on a final face... are there any other utility textures people can think of offhand?
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin--XP-Cagey+Nov 30 2003, 07:58 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XP-Cagey @ Nov 30 2003, 07:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--NerdIII+Nov 30 2003, 04:48 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NerdIII @ Nov 30 2003, 04:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Er... someone should tell Valve for their next update  <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Nah, I can take this one <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    I need to make a special case in the wad inclusion code to always reject textures named SKY - that way people won't accidentally embed a texture in their map and break the sky renderer.

    Shouldn't be too tough, and it stops an obscure problem mappers shouldn't have to think about -- marked on my to-do list for p13.

    In the meantime, don't -wadinclude any sky textures <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    EDIT: I just realized that this might also be why people are having problems with AAATRIGGER being flaky -- don't wadinclude that either, and I'll add it to the ignore list for wadinclude. HINT, SKIP, and NULL should also be on the ignore list since they should never be used on a final face... are there any other utility textures people can think of offhand? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    ORIGIN & CLIP.

    ~ DarkATi
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    One moment please, aaatrigger and origin ARE in the final BSP, right?
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--NerdIII+Dec 21 2003, 12:57 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NerdIII @ Dec 21 2003, 12:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> One moment please, aaatrigger and origin ARE in the final BSP, right? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    AAATrigger is in the final BSP, but origin isn't -- origin brushes are removed by CSG and converted into an "origin" entity value based on the location of the brush center.

    I'll still be including the reference to AAATrigger in the map; I'll probably override the specified wad for that texture and make it use the default halflife wad as a reference instead. DoD retail, CS retail, etc. should be compatible with the basic textures in halflife.wad unless Valve wants to break backward compatability with maps from those games' days as mods.

    AAATrigger requires special handling (like the SKY texture), and I strongly suspect that the reason people's maps are crashing when they use AAATrigger is because they're overriding the default texture and the code is having problems like it does with the overridden SKY demonstrated in this thread.
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