2D Skybox

Tutorial collection, comprehensive listings on main site.

Postby zombie@computer on Mon Apr 18, 2005 1:21 pm

you may also want to try another skybox
When you are up to your neck in shit, keep your head up high
zombie@computer
Forum Goer Elite™
Forum Goer Elite™
 
Joined: Fri Dec 31, 2004 5:58 pm
Location: Lent, Netherlands

Postby Hansz on Mon Apr 18, 2005 8:28 pm

spunky wrote:Hey the line around ur skybox is there because u have your textures set on low...medium and high dont have it :)

^^ had the same prob for awhile!


Thnx... Actually .. I had it on medium and switching to High fixed it... but i've got it set to Medium for a reason (speed of loading maps)... Hmmm Maybe I'll give another skybox a chance.

*UPDATE*

Yep... another Skybox fixed it... I think it's a 'problem' with the Skybox Wasteland02
Even the smallest person can change the course of the future.
Hansz
Dumpling
Dumpling
 
Joined: Sun Apr 17, 2005 1:24 pm
Location: Nieuw-Vennep, Netherlands

Postby spunky on Tue Apr 19, 2005 1:24 am

hahah true...i was too lazy to change the skybox :D workarounds are so much fun! grrr
spunky
Dumpling
Dumpling
 
Joined: Mon Apr 18, 2005 11:48 am

Postby JayDawg on Thu May 26, 2005 11:15 pm

Can't get a sky box to work...

I followed the tutorial but can't seem to get it. In game all I get if I look up and to the sides is slurred textures from the rest of my map, very messed up. I put the Map Properties --> SkyBox Texture to sky_day01_05up and it didn't work... Tried a bunch of others too. Here is my compile:


** Executing...
** Command: "c:\valve\steam\steamapps\deus_ex22@hotmail.com\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\valve\steam\steamapps\deus_ex22@hotmail.com\half-life 2 deathmatch\hl2mp" "C:\Documents and Settings\Administrator\My Documents\Mod Project\maps\dm_house_face"

Valve Software - vbsp.exe (Jan 19 2005)
2 threads
materialPath: c:\valve\steam\steamapps\deus_ex22@hotmail.com\half-life 2 deathmatch\hl2mp\materials
Loading C:\Documents and Settings\Administrator\My Documents\Mod Project\maps\dm_house_face.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\Documents and Settings\Administrator\My Documents\Mod Project\maps\dm_house_face.prt...done (0)
Can't load skybox file sky_day01_05up to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (76675 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (0) (76675 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:\Documents and Settings\Administrator\My Documents\Mod Project\maps\dm_house_face.bsp
2 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 5

** Executing...
** Command: "c:\valve\steam\steamapps\deus_ex22@hotmail.com\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\valve\steam\steamapps\deus_ex22@hotmail.com\half-life 2 deathmatch\hl2mp" -fast "C:\Documents and Settings\Administrator\My Documents\Mod Project\maps\dm_house_face"

Valve Software - vvis.exe (Dec 15 2004)
fastvis = true
2 threads
reading c:\documents and settings\administrator\my documents\mod project\maps\dm_house_face.bsp
reading c:\documents and settings\administrator\my documents\mod project\maps\dm_house_face.prt
602 portalclusters
1994 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 23740 visible clusters (0.00%)
Total clusters visible: 231975
Average clusters visible: 385
Building PAS...
Average clusters audible: 601
visdatasize:88279 compressed from 96320
writing c:\documents and settings\administrator\my documents\mod project\maps\dm_house_face.bsp
1 second elapsed

** Executing...
** Command: "c:\valve\steam\steamapps\deus_ex22@hotmail.com\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\valve\steam\steamapps\deus_ex22@hotmail.com\half-life 2 deathmatch\hl2mp" -noextra "C:\Documents and Settings\Administrator\My Documents\Mod Project\maps\dm_house_face"

Valve Software - vrad.exe (Mar 8 2005)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\documents and settings\administrator\my documents\mod project\maps\dm_house_face.bsp
1778 faces
4 degenerate faces
291853 square feet [42026912.00 square inches]
0 displacements
0 square feet [0.00 square inches]
1774 patches before subdivision
17412 patches after subdivision
0 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (2)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (9)
transfers 564067, max 131
transfer lists: 4.3 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0270 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 13/1024 624/49152 ( 1.3%)
brushes 192/8192 2304/98304 ( 2.3%)
brushsides 1470/65536 11760/524288 ( 2.2%)
planes 1184/65536 23680/1310720 ( 1.8%)
vertexes 3315/65536 39780/786432 ( 5.1%)
nodes 1129/65536 36128/2097152 ( 1.7%)
texinfos 193/12288 13896/884736 ( 1.6%)
texdata 7/2048 224/65536 ( 0.3%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 1778/65536 99568/3670016 ( 2.7%)
origfaces 733/65536 41048/3670016 ( 1.1%)
leaves 1143/65536 64008/3670016 ( 1.7%)
leaffaces 2011/65536 4022/131072 ( 3.1%)
leafbrushes 635/65536 1270/131072 ( 1.0%)
surfedges 11058/512000 44232/2048000 ( 2.2%)
edges 6031/256000 24124/1024000 ( 2.4%)
worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 107/32768 1070/327680 ( 0.3%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1860/65536 3720/131072 ( 2.8%)
cubemapsamples 1/1024 16/16384 ( 0.1%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 512592/0 ( 0.0%)
visdata [variable] 88279/16777216 ( 0.5%)
entdata [variable] 6350/393216 ( 1.6%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 565/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 76675/4194304 ( 1.8%)
==== Total Win32 BSP file data space used: 1095937 bytes ====

Linux Specific Data:
physicssurface [variable] 76675/6291456 ( 1.2%)
==== Total Linux BSP file data space used: 1095937 bytes ====

Total triangle count: 4510
Writing c:\documents and settings\administrator\my documents\mod project\maps\dm_house_face.bsp
13 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Documents and Settings\Administrator\My Documents\Mod Project\maps\dm_house_face.bsp" "c:\valve\steam\steamapps\deus_ex22@hotmail.com\half-life 2 deathmatch\hl2mp\maps\dm_house_face.bsp"



Thanks a bunch
Steam Steam, LOL
JayDawg
Dumpling
Dumpling
 
Joined: Fri May 13, 2005 8:11 pm

Postby -|Dizmas|- on Fri May 27, 2005 8:26 pm

aiteile wrote:All is working but I have a blue line that runs along the top square roof of the sky box - what stupid thing am I doing :(

Thanks in advance for any info



its the skybox texture. just pick a different one, some of them are like that..
-|Dizmas|-
Regular
Regular
 
Joined: Sun May 15, 2005 5:04 pm

Postby Regan4 on Mon Jun 27, 2005 11:14 pm

jaydog change the map name to sky_day01_05 instead of sky_day01_05up, i was having the same problem...
Regan4
Member
Member
 
Joined: Tue Nov 30, 2004 12:55 am

Postby Murkrow on Tue Jun 28, 2005 7:24 am

Regan4 wrote:jaydog change the map name to sky_day01_05 instead of sky_day01_05up, i was having the same problem...


true. compiler said: "wtf, diz not skybox, gunna use deafult one (that is wasteland2)"
Jest@ wrote:Sure, not everything looks like it was built by God, optimised by Jesus and playtested by the holy spirit, ...
User avatar
Murkrow
1337 p0st3r
1337 p0st3r
 
Joined: Tue Feb 01, 2005 5:59 pm
Location: Slovenia

Postby Kr0meel on Tue Aug 16, 2005 10:24 pm

Haaidihoow,


I'm new to this forums, but I DO have a solution for the "blue line" problem which doesn't require high quality textures.

If you compile your skybox textures, don't use the vtex tool by valve, but the VTFEdit by Nem. Set both normal and alpha format to DXT5 and the sky will look heavenly
Kr0meel
Member
Member
 
Joined: Tue Aug 16, 2005 10:18 pm

Postby hP on Wed Jul 26, 2006 11:30 am

I know this is a noobish question, but how do I change the texture of the skybox?
User avatar
hP
Member
Member
 
Joined: Sun Apr 09, 2006 8:22 pm
Location: Portugal

Postby KILLA-COW on Wed Jul 26, 2006 11:49 am

:shock:
KILLA-COW
Veteran
Veteran
 
Joined: Sun Jun 12, 2005 1:37 pm
Location: The Island of britania!

Postby tr0mb0ne on Wed Jul 26, 2006 2:14 pm

KILLA-COW wrote::shock:


How incredibly helpful.

Go to Map > Map Properties > Skybox Texture Name

There's another tutorial in this section about skybox texture names, look it up.
92% of teens suffer frr0meerssewresrvevrschegyicryurfsutfrcgykcruighseryicgsry3763 3 3g34uuu4gu 338woq3ui4h3il450[[[[ejr3hw4b34ki3oqnh2nu3nlo``bn 3ko;324n234jbe5tet6.,w4jk5jil5kpwv ,l';eeeeg
User avatar
tr0mb0ne
Sir Post-a-lot
Sir Post-a-lot
 
Joined: Sun Aug 07, 2005 2:12 pm
Location: Canada

Postby hP on Wed Jul 26, 2006 7:27 pm

Thanks tr0mb0ne! :wink:
Managed it already, this editor is diferent from the other one I was used to, so It takes a bit time to get used to.. :wink:
User avatar
hP
Member
Member
 
Joined: Sun Apr 09, 2006 8:22 pm
Location: Portugal

Postby Mangopork on Sat Oct 27, 2007 9:03 pm

Hey,

I'm doing a sky castle level. How do I ensure my skybox texture shows up on the floor (bottom brush) as well?

I want to give the illusion that the level is suspended in the sky and that you cannot see any ground.

Right now with the borealis skybox texture applied to all six sides, the bottom brush just shows up as black, while the skybox works fine on all other sides.
Strangely Delicious.
User avatar
Mangopork
Been Here A While
Been Here A While
 
Joined: Wed Jan 11, 2006 4:50 am

Postby MercX on Sat Oct 27, 2007 10:11 pm

Actually, the skybox texture is showing up, it's just black. You're going to have to either make a skybox with a bottom you like, or put some ground beneath it. A 3d skybox would work best for that probably. I guess you could try putting clouds beneath it to cover up the blackness.
Age of Chivalry Dev Team.
User avatar
MercX
Pheropod
Pheropod
 
Joined: Tue Aug 30, 2005 6:59 pm
Location: US

Re: 2D Skybox

Postby fathergagori on Thu Apr 23, 2009 8:48 pm

hi, what do you use when you make this?
fathergagori
Just Joined
Just Joined
 
Joined: Thu Apr 23, 2009 8:30 pm
PreviousNext

Return to Tutorials

Who is online

Users browsing this forum: No registered users