I've searched around, and I can't find an explanation for this happening. I have 2 completely unaffiliated rooms with seperate sky shaders around them. Nothing's leaking out, except for the models you'll see in the image. I have 2 rows of grass in a room next to the room my player's in in the screenshot. I can't find a reason for this...so, if anyone has any idea why this is happening, please let me know. If there's something I can put around the models so they don't leak through, please inform me! Thanks.
I am not sure, but i have had the same problem, well, not the exact same problem, but i think if you apply a chaulk to the back side of the brush it might stop....... i dont know
nah that wont stop it, i have that wit brushes, i guess ther eis something u can do, but it s logn and i jsut havent learned it yet, but if someone knows a fast, easy way, i would be greatful
are you definitely compiling using -vis?
P.S. A last ditch thing you can do is make a big brush between the two and put the system/antiportal texture on it. This blocks all vis no matter what. You still need to compile using vis though ;)
Actually, I've been mapping for awhile now and know quite a few tricks and such, but...I know not the slightest thing about actually compiling stuff. All I've ever done is...click BSP, and click test compile. I've never known what anything else does, but I really wouldn't mind learning. Any good tutorials? That's for the help and advice so far, i'll try the antiportal brush, and see if that changes anything.
you want to use one which includes.
BSP -meta -vis -light (but not - bounce)
Oh, and also make sure the skybox brushes are all structural