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Skybox linking


Garreth

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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
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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

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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

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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

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