[Edit - I see you posted a reply while I was typing. Seems like we came to the same conclusion]A skybox can be thought of as a special, giant placeable that is automatically positioned at the exact center of an area. The actual model for a skybox is generally a sphere or a cross-section of one, and generally positioned so that the center of the 'sphere' would be some distance above ground level. One common problem with skyboxes is that the radius of the sphere is too small. In extreme cases, players may even be able to literally walk outside the skybox at the corners of the map.
So what you are seeing is probably the bottom curve of that "sphere" poking through the tileset models at ground level. This explains why you see it in all four corners -- particularly if your area's length and width are identical.
There are several things you can try to address this one. The easiest solution would be to move the model itself downward on the Z-axis a bit. If you open up the ASCII MDL file in a text editor, you should be able to experiment with this in one of several ways. Personally, I'd start out by trying to
[edit - decrease] the Z-axis position of the "dummy" node. There should also be a single trimesh in there, and you could
[edit - decrease] its Z-axis position as well. Any 3-D modeler could also do this for you very quickly.
Another solution would be to trim your area size just a hair. Based on the screenshots, reducing your area by one tile in each direction might be enough. (In fact, you may want to just try this either way, just to see if we're on the right track here.)
Hope this helps!
Modifié par Invisig0th, 04 décembre 2010 - 08:15 .