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Forum: All Forums : Star Trek Voyager: Elite Force
Category: Star Trek Voyager: Elite Force MOD Support
Mapping, modeling, scripting, etc. questions, comments and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: I don't remember...
U.S.S. Speed~rb
General Member
Since: Dec 23, 2006
Posts: 9936
Last: Dec 23, 2006
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Level 10
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Sunday, Mar. 7, 2004 10:23 pm
http://3.eliteforce.com/images/museum3.jpg

I don't remember how to hide stuff which is behind a sky...

Any idea?
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Genral_CHANG~rb
General Member
Since: Dec 23, 2006
Posts: 2677
Last: Dec 23, 2006
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Level 9
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, Mar. 8, 2004 12:50 am
I didn't think it was possible, if it is, my question is the same as speed!!  :O how do you hide brushes behind the sky textures???
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Gigonn~rb
General Member
Since: Dec 23, 2006
Posts: 298
Last: Dec 23, 2006
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Level 5
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, Mar. 8, 2004 02:21 am
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.




Here's the link to the complete article:
claudec.com    skyboxes

:p
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U.S.S. Speed~rb
General Member
Since: Dec 23, 2006
Posts: 9936
Last: Dec 23, 2006
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Level 10
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, Mar. 8, 2004 01:27 pm
Cool. Thanks. Was searching for that article...

Gonna try to make the hint brush work... (Which work once every 10 times I try it. :D)
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wolf359~rb
General Member
Since: Dec 23, 2006
Posts: 2023
Last: Dec 23, 2006
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Level 8
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, Mar. 8, 2004 03:26 pm
use areaportals.
providing you can block it off from the area behind it will work.
raven used the same trick on the bridge level.
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U.S.S. Speed~rb
General Member
Since: Dec 23, 2006
Posts: 9936
Last: Dec 23, 2006
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Level 10
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Monday, Mar. 8, 2004 04:37 pm
Quote (wolf359 @ Mar. 08 2004, 9:26 am)
use areaportals.
providing you can block it off from the area behind it will work.
raven used the same trick on the bridge level.

Not sure to understand what you mean...  :s6:
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WadeV~rb
General Member
Since: Dec 23, 2006
Posts: 569
Last: Dec 23, 2006
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Level 6
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Tuesday, Mar. 9, 2004 01:48 am
Well you know about hints and stuff, just load up the portal viewer and work out which portals are the ones that allow you to see it. Then just hint it up until the portals are sufficient.

And don't forget to test in this instance you must bsp AND vis, not just bsp.
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wolf359~rb
General Member
Since: Dec 23, 2006
Posts: 2023
Last: Dec 23, 2006
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Level 8
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Tuesday, Mar. 9, 2004 09:13 am
Quote (U.S.S. Speed @ Mar. 08 2004, 4:37 pm)
Not sure to understand what you mean...  :s6:

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
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Level 8
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Tuesday, Mar. 9, 2004 10:26 am
I'm not following here either tbh wolf. Areaportals are used to prevent stuff being drawn when a door is closed, while what Speed means is that you can see other area's of a map through the skybox (aka skybox bug)
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U.S.S. Speed~rb
General Member
Since: Dec 23, 2006
Posts: 9936
Last: Dec 23, 2006
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Level 10
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Tuesday, Mar. 9, 2004 11:15 am
Yeah... Don't think areaportal would fix such error... Sadly, I simply put a wall of brick to hide the other room of my map. :D
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