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Sky Portal textures still have a problem


grayman

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I can't locate my original thread post, so I'm putting up a new one.

 

With the sky portal fix in DR 1.3.1, the skies are blue again. Thanks.

 

However, you can see through them when there are brushes on the other side.

 

They're being treated as transparent instead of opaque. Leads to confusion.

 

I've updated the bug (2230) with this note.

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I'm not sure I can see the problem. This is what I get on my system, the skyportal texture is not transparent:

 

sky.png

 

Are you referring to this effect? When a brush is highlighted, it blends over the skyportal one?

 

sky2.png

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with the brushes seen through the sky portal, do you have a 3d skybox, with the sky camera in the 3d skybox, and the 3d skybox build a decent distance away from your main map, and not inside your main map, because if your sky camera is inside your main map then you'll get whats known as a weird hall of mirrors effect.

 

and if you know anything about the half life 2 skymap, then it doesn't work the same way, the sky camera does not project the sky image from the maps x,y,z, origin it projects the image of the sky from the center of the player and when the player moves the projected sky image moves with the player.

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Ok, this should be fixed now. The problem was that blend materials (liek those in the portal_sky material with just a "map" stage without a diffuse blend stage) didn't write to the depth buffer.

 

I won't do a full bugfix release just for this one issue though.

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Ok, this should be fixed now. The problem was that blend materials (liek those in the portal_sky material with just a "map" stage without a diffuse blend stage) didn't write to the depth buffer.

 

EDIT: Never mind, resolved by internal discussion.

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The fix can wait for other fixes to join it before you release the next rev. I've replaced my sky_portal textures with a roof texture that I don't use elsewhere. When I build a test map, I texture-swap out the roof texture for sky_portal.

 

I have a skybox, but it's self-contained and away from the rest of the map. The problem is not when running the game; it's when using the editor, where skybox position is irrelevant.

 

If you use my test map and you can no longer see room 1's brushes through the sky in room 2 (in DR, not in the game), then the problem's fixed.

 

This has nothing to do with highlighted brushes, btw.

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