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Skybox texture not working, or gets broken, can't fix


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EDIT: EVGA 980ti on latest drivers, if that matters.

I've been plugging away at my cave map, but I keep running into issues so it's taking a long time.

Now, the skybox isn't working.

Basically the sky texture is just transparent. I fixed it by deleting the brushes, creating new ones and texturing just one face as sky.
After DMAP that worked. So I then textured the other 3 sides and then it was broken again.
Changing the other 3 sides back to regular textures didn't fix the broken sky rendering.
Now, even deleting the skybox prefab, the offending textures/brushes etc, won't fix it.

I created a test map, and copied and pasted the same brushes and prefab and it's also broken there.

Deleting the prefab and readding it, and texturing new brushes with sky, won't work.

In 2.08:

 

darkmod_2020-10-23_09_24_47.thumb.jpg.eef1668009eaf74da47dcf178f47120a.jpg

 

In SVN:

 

darkmod_2020-10-23_09_22_19.thumb.jpg.5122a81096e4e65df03518246848de3a.jpg

 

You can see the prefab is very close to the sky texture.
I've also tried moving the skybox prefab outside the map and at various places, even to 0,0,0 but that didn't help.

 

The skybox looks fine in game, I can noclip into it and see all the little details.

I've attached the map file, you'll have to rename the file from maps.zip.txt to maps.zip to extract it.

 

skytest.zip

I always assumed I'd taste like boot leather.

 

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LOL I've been working on this map since 2011......this portal_sky textured box has been in it's position since around that time and it's always worked.

Also, it HAS worked just fine sometimes when I delete and recreate it.

Also, that's not true.

Here's in game:

darkmod_2020-10-23_11_53_00.thumb.jpg.92eff0cf1522bf5a878886e3d83ddce5.jpg

 

 

Here's in DarkRadiant, the box is floating in the middle of the map, not touching anything.

 

mapSkybox.thumb.jpg.ec83e1d7352452d8b506116cad691da1.jpg

I always assumed I'd taste like boot leather.

 

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Yeah this was broken in TDM 2.05.

There was some code changes to skyboxes: duzenko Optimize Skybox rendering by changing it's render order (takes better advantage of hierarchical-z)

Might be related.

2.04

darkmod_2020-10-23_13_15_09.thumb.jpg.8bc30e77aaccfae643ce8fd83cc04202.jpg

2.05

darkmod_2020-10-23_13_17_19.thumb.jpg.ccbe72ee4b2518a3f1de3a257459c6a1.jpg

 

Guess I'll file a bug tracker?

I always assumed I'd taste like boot leather.

 

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Skybox is sealed with brushes, it doesn't matter if it's outside the map or inside really. It was also just for testing, it doesn't matter in this case whether it's inside or outside.

But you can move it all around if you want and try again.

I always assumed I'd taste like boot leather.

 

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Still, all the examples you have in that area are more like "how not to use a skybox". The skyportal material should be placed on a wall that is facing the void on the opposite side. It worked like that in other engines too, e.g. Unreal 2 / TDS.

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In strict technical terms? Not that I would know that, but that's not my experience anyway. At least not in other engines from similar era. If you'd do something like that in UE2 or TDS / Flesh engine, it would crash.

When I put the skyportal material on a ceiling of this big area you got there, the skybox renders correctly. That's the usual / expected scenario and behavior for skybox cameras like that

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Yes we already figured it out man. The legacy code works fine. We got this thanks :)

Here, this is for you. It's a portal_sky rendering on a floating brush, underwater, covered by a fog volume. iDTech4 was pretty cool.

darkmod_2020-10-23_16_07_54.thumb.jpg.d54f16dbc5c2e5c80e0aba167bb1c10a.jpg

darkmod_2020-10-23_16.10.05.jpg

  • Confused 1

I always assumed I'd taste like boot leather.

 

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The skybox texture was pretty much handled like caulk in the past (pre-duzenko era ;) ). On parts of the screen were a caulk or skybox material on worldspawn is closest to the player, it basically leaves a hole there. The difference is that if there was at least on surface with the skybox material on it in the current view, the skybox got rendered first and the current scene than on top of it, and where the holes were the player could see the skybox shine through. Another difference is that caulk does not effect the depth buffer, whereas the skybox material does. That's why it is useful to combine both the skybox texture and caulk to create easy to visportalize outdoor areas (I remember having to explain this to duzenko as he first planned changes to the code that would break this technique).

 

So in short words: AluminumHaste's approach should work as he is expecting it.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

WIP's: Several. Although after playing Thief 4 I really wanna make a city mission.

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Actually, it's the other way around. Current skybox implementation is by-the-book: you get a camera view rendered instead of the void, and skyportal material basically makes a wall leading to the void invisible. That's how it works in other engines too. The old implementation might be some other type of camera and have its own separate entity, but it's not a skybox per se, at least if we're talking common workflows / techniques.

Best case scenario is that it would be optimised for both current and legacy use, but if that's not possible, the current version does what it should.

Edited by peter_spy
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Possible that duzenko changed some stuff, the way I described it was as it worked back in the day. I haven't looked at the code for a while, though. If I am not mistaken the skybox is something that was implemented for TDM and not part of the original Doom 3 code. If that is the case, then it was implemented when the team haven't had full access to the complete code, what may cause it to behave a bit different from what other engines do.

 

Either way, the way it is described by AH is how it has worked in the past, and if this isn't the case anymore, it would definetely be a drawback. Whether other engines behave similar is actually nothing we should care about as it doesn't matter.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

WIP's: Several. Although after playing Thief 4 I really wanna make a city mission.

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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If it doesn't break existing missions, it's hardly a drawback. And if it uses a known workflow, the better. People coming here from other engines will already know what to do anyway, and folks moving on to other engines will be taught a common practice they can use elsewhere. There's no reason to be quirky just for the sake of it.

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