Jump to content
The Dark Mod Forums

Skybox linking


Garreth

Recommended Posts

You need to explain what you mean, the video itself doesn't explain much.

 

If your on about skybox tracking where the skybox moves relative to the player like it does in the source engine, where you can line up roofs in the skybox with buildings in the main map then when you move the roofs in the skybox look like they are part of the building they're sat on reguardless of where you are in the map, then in the doom 3 engine, it doesn't work. In doom 3 the center of the skybox is always centered on the player, and while it is possible to change the x and y values on the skybox origin relative to the player there doesn't seam to be anyway to change the z axis. There also seams to be a scale problem, while I can perfectly align a skybox in the source engine with the main map, I found it near impossible to do it in doom 3's idtech 4 engine.

Edited by stumpy
Link to comment
Share on other sites

Yeah just 2 or more boxes connected with a tunnel or a city wall, or should the map be sealed from the void with a regular cube.

With this setup all is sealed off from the void with more then 6 panels

But will it stay sealed when you finaly compile the map? This way i have about 20 panels touching the void.

And i want to go to about 50 so i have 5 skyboxes connected together.

If i have to draw a final skybox around those 5 skyboxes then the planes surrounding all that will be massively big and propably cause lag, and then i would be better off splitting them in 5 different missions/maps.

Wich i do not prefer.

Edited by Garreth

Taf you, you taffin taffer

Link to comment
Share on other sites

I do not think the brushes themselves move though, i tryed this setup and it seems to work without leaking or other messups, my idea is of using this in combination with a wall, so i can see the sky when i go trough and when i look back on the other side of the wall i can see the sky like it is one box, yet it is a whole new fresh skybox. no eccesive rendering of portals and such this could save serious lag.

Taf you, you taffin taffer

Link to comment
Share on other sites

You need to explain what you mean, the video itself doesn't explain much.

 

If your on about skybox tracking where the skybox moves relative to the player like it does in the source engine, where you can line up roofs in the skybox with buildings in the main map then when you move the roofs in the skybox look like they are part of the building they're sat on reguardless of where you are in the map, then in the doom 3 engine, it doesn't work. In doom 3 the center of the skybox is always centered on the player, and while it is possible to change the x and y values on the skybox origin relative to the player there doesn't seam to be anyway to change the z axis. There also seams to be a scale problem, while I can perfectly align a skybox in the source engine with the main map, I found it near impossible to do it in doom 3's idtech 4 engine.

 

Actually it is possible, I have done it with a tower top. Bottom of tower is in map, top is in skybox.

 

The issue that I had was with the leaning/bob code. The skybox leans/bobs with the player but the coords do line up pretty well. I have brought this issue up and submitted the test map a long time ago.

 

But all I got was 'that was fixed' with the code but it is not.

Dark is the sway that mows like a harvest

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • nbohr1more

      The FAQ wiki is almost a proper FAQ now. Probably need to spin-off a bunch of the "remedies" for playing older TDM versions into their own article.
      · 1 reply
    • nbohr1more

      Was checking out old translation packs and decided to fire up TDM 1.07. Rightful Property with sub-20 FPS areas yay! ( same areas run at 180FPS with cranked eye candy on 2.12 )
      · 3 replies
    • taffernicus

      i am so euphoric to see new FMs keep coming out and I am keen to try it out in my leisure time, then suddenly my PC is spouting a couple of S.M.A.R.T errors...
      tbf i cannot afford myself to miss my network emulator image file&progress, important ebooks, hyper-v checkpoint & hyper-v export and the precious thief & TDM gamesaves. Don't fall yourself into & lay your hands on crappy SSD
       
      · 7 replies
    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 7 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
×
×
  • Create New...