question for the group
So this isn't a decomp request or cloning of work, just a refresh and check of my thoughts on skybox and external geometry beyond the player space.
On maps like de_overpass or de_mirage, the areas just outside of player space that add detail to the alleys and such, are they loaded into the new skybox space or are they extensions of the existing player space and they use the lightmap player box down in player area to reduce lightdraw?
Also if i have two areas in different parts of a map, but are physically able to see a second space, how would i prevent vis from looking across the void the skybox creates to prevent players from seeing the second area as it's an inside area but due to how the new mesh workflow works, players can potentially see in now.
Do i just dress it up and treat these seeable spaces that exist outside the playable regions as lighted spaces where as in old cs1.x days and even CS:S days you'd have to box it in?
Probably would be easier if i saw a decompile of something like vertigo, or one of the other main maps. The newer skymap system was just coming out when i stopped map making so never really used it.
Thanks!