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Topic: I don't remember... |
| U.S.S. Speed~rb |
General Member Since: Dec 23, 2006 Posts: 9936 Last: Dec 23, 2006 [view latest posts] |
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| Genral_CHANG~rb |
General Member Since: Dec 23, 2006 Posts: 2677 Last: Dec 23, 2006 [view latest posts] |
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| Gigonn~rb |
General Member Since: Dec 23, 2006 Posts: 298 Last: Dec 23, 2006 [view latest posts] |
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Category: Star Trek Voyager: Elite Force MOD Support Posted: Monday, Mar. 8, 2004 02:21 am |
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Try to put an HINT brush to ''hide'' the visible part from the player pov (into the skybox area), this MAY work sometime: It din't work for me, maybe it will for you... Edit: heres a part of the article I found about Q3: | Quote | The Sky Bug Just as there are bugs in the sky in the real world we have a bug in the sky in Quake 2 and 3. It is referred to as "the sky bug".
The sky bug strikes when you have a situation where part of the level is beyond a skybrush. In this case the level can actually be seen through the skybrush.
In the following example the area labeled "More parts of level", would be visible to the player, through the skybrush.
Obviously careful planning is required to make sure you keep you parts of your level from being seen through skybrushes.
One work around that sometimes works is to place a hint brush in the void between the sky brush and the other parts of the level. Another work around is to place Area Portals in the void between the sky brush and the other parts of the level.
Neither of these methods is guaranteed to work. Also the exact placement of the hint brushes is both an art and a science the scope of which is well beyond this tutorial. I would suggest searching the level editing forums at Quake3 World and Rust on the keyword "Sky Bug"
However I have found that most of the time simply placing a hint brush in the void between the sky brush and the other parts of the level, does work. And, when it doesn't work it still reduces the amount of the other level parts that are displayed. So if you do find yourself stuck in an unexpected situation where the sky bug is a problem it wont hurt to try sticking a hint brush in to see if it works.
In all fairness I should point out that the name "sky bug" is a misnomer. It is not really a bug. It is a function of how the algorithm used to render the sky works. No methodology is perfect. There are always compromises to be made. In this case one of them is what we call the "Sky Bug". If another algorithm had been used we would have some other compromise.
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 Here's the link to the complete article: claudec.com skyboxes |
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| U.S.S. Speed~rb |
General Member Since: Dec 23, 2006 Posts: 9936 Last: Dec 23, 2006 [view latest posts] |
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Category: Star Trek Voyager: Elite Force MOD Support Posted: Monday, Mar. 8, 2004 01:27 pm |
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Cool. Thanks. Was searching for that article... Gonna try to make the hint brush work... (Which work once every 10 times I try it.  ) |
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| wolf359~rb |
General Member Since: Dec 23, 2006 Posts: 2023 Last: Dec 23, 2006 [view latest posts] |
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| U.S.S. Speed~rb |
General Member Since: Dec 23, 2006 Posts: 9936 Last: Dec 23, 2006 [view latest posts] |
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| WadeV~rb |
General Member Since: Dec 23, 2006 Posts: 569 Last: Dec 23, 2006 [view latest posts] |
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| wolf359~rb |
General Member Since: Dec 23, 2006 Posts: 2023 Last: Dec 23, 2006 [view latest posts] |
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Category: Star Trek Voyager: Elite Force MOD Support Posted: Tuesday, Mar. 9, 2004 09:13 am |
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| Quote (U.S.S. Speed @ Mar. 08 2004, 4:37 pm) | Not sure to understand what you mean...  |
load up voy1 and goto the ready room. stand by the windows and fire at the door to open it and then look at the window. you'll see your problem. when the door closes it will dissappear. this is due to the areaportal preventing the rest of the map from being drawn. so you need to make sure that the area visible behind the skybox is blocked from the section you are viewing from by areaportals. if you have doorways in the area leading to the viewing point then simply put areaportals into them. |
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| UniKorn~rb |
General Member Since: Dec 23, 2006 Posts: 1291 Last: Dec 23, 2006 [view latest posts] |
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| U.S.S. Speed~rb |
General Member Since: Dec 23, 2006 Posts: 9936 Last: Dec 23, 2006 [view latest posts] |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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