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Call of Duty: Skyboxes

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[edit] Skyboxes

A sky box is a closed in cell that surrounds a level which texture and settings define what kind of sky and light (worldspawn) settings are used in the level.

A basic understanding of a skybox is 6 brushes, one for the roof, one for the floor and four for the walls.

There must not be any gaps, nothing must be outside of the skybox (including brushes/entities/meshes etc) and nothing must be passing through the skybox walls, cieling and floor.

A skybox can be used to cap portals.

A single wall of a skybox can be made up of how ever many brushes are needed.

[edit] Common Errors

The most common error is any map (sp and mp) by far is when a leak developes in the skybox, the sign of a leaked skybox is:

############
###LEAKED###
############

This error will appear in the compile log when compiling the '.bsp' for your map or level.

To fix this error you must load the map in the editor and select "File>pointfile"

(note: use "misc>next leak spot" in the editor to travel along a single leak path)

If the redline points to a single entity within the map that (normally one which is passing through or outside of the skybox) that entity must be deleted or placed inside the map properly.

If the redline points to "thin air", check your filters "F" and tick everything. If there is still nothing there, compile your map again and check the compile log for "node without a volume". If this is the case then you have an invisible/inifinite brush in your map, the solution is to: copy the contents of your map by selecting only the things that are visible and placing them in a new map file.

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