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Post by captain0terror on Dec 22, 2012 17:57:01 GMT
I know i've had this problem before, but i don't think i've ever tried to match up water or a reflective material.. as you can see, it tiles perfectly from the foreground to the 3dsky with no visible glitch before running cubemaps. Hopefully this is something simple i can fix quickly? thanks in advance for any help! =P
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Post by Zeph on Dec 22, 2012 23:35:50 GMT
the location of the skybox camera entity is equivalent to the origin of the hammer editor grid. Therefore, measure the vertical distance from the origin of the world to the water level. divide this number by 16 (as a 3D skybox is 16 times larger) make sure the skybox camera in the skybox room is that many units above the water level. Simples
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Post by captain0terror on Dec 23, 2012 0:03:35 GMT
thanks man i'll try it right now! =) do you map for csgo zeph? EditWell that's not the problem, in fact doing that makes the ice edge mismatch horribly. Besides, if you look at the imgae before cubmeaping, you see they are lined up perfectly, hence the correct location of the sky camera. could it be a cubemapping thing? I've made an example map available if someone is able to try this: www.dropbox.com/sh/xzgw6dal1rc7jkl/ePPhDTNi_G/de_forever_skybox.zip
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Post by Zeph on Dec 23, 2012 7:58:40 GMT
Try a cubemap in the sky box room?
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Post by captain0terror on Dec 24, 2012 10:48:06 GMT
yeah there are cubemaps... my friend doodle said this always happens with reflective surfaces; you will always get that line to some degree apparently, so the trick is to hide the seam or just put the whole area in the 3dskybox, OR move the seam forward/back out of the players view. BTW, check out my lovely origin marker!
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Post by Zeph on Dec 24, 2012 15:39:18 GMT
Bushes / Displacements!
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