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Showing results for tags 'skybox'.
Hey there, guys. I'm currently trying to finish up my map, and the last thing I need to do is decorate my 3D skybox to look like a convincing forest. Since I had prior experience using these in the Hammer editor, I didn't think that what was available to use for this feature would be radically different in Radiant. The biggest issue I'm running into right now is a lack of models that are intended for use in the 3D skybox, trees being the most pressing need. I just wanted to double-check: are there any models made for this purpose that I'm not seeing in the directory? And if not, has anyone
hi! i'm from doom3world.org and i've posted there this: http://uploading.com...7/portalsky.7z/ it's a change in the skybox code, it lets you create skyboxes that follow the player moves (a la HL2) but without scripting. i've added two new entities: - clasical skybox the skybox from ROE, doesn't follow the player, this is for compativility with old maps, uses the classic entity. - global skybox this skybox follows he player since he started the map, if you retrigger it or you come from another skybox you will get the skybox in it's current position, wich will be always correc
Happy New Year everyone. I read Sotha's skybox tutorial and made myself a cubemap of a wooded hilly backdrop in Terragen. It renders lovely in game, except that it's too bright and saturated. I adjusted the lighting and colour in terragen for a bright moonlit scene, so the land looked right -- darker than the sky and with desaturated colour. But when put in in game the non-black parts of the scene gain a lot of saturation and brightness. Ambient light doesn't seem to have an effect -- or at least, moving my skybox in and out of the range of my ambient_world light doesn't affect it, and my ambi