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portal_sky material


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Im playing around with skyboxes in D3 ROE and Im having a little trouble figuring out how to assign the material of portal_sky to a brush. I've looked through the TDM wiki but as these portalskies are not native to TDM or vanilla D3 there isnt much there.

 

This probably stems from my lack of understanding of materials in general. I know they coorispond to class-definition like things in the code and you can create your own (I messed with creating textures as well), but as far as the editor Im a little stumped. To make a normal skybox you just go to textures/skies/ and pick one and it seems to happen automatically, but I cant find one for the portal_sky.

 

I guess its important to note that Im just using d3radiant and not darkradiant right now (sorry if this is darkradiant only forum).

 

The d3world wiki only says to do it but not how. Does anyone else know?

 

Thanks for any help!

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You need two parts for the portal sky to work. First, you need to "source" part, which is basically a small room with a camera and second, you need to texture some faces with textures/smf/portal_sky (this one is hardcoded, you can't use a different one). The camera view gets rendered on all portalsky faces, like you're used to with ordinary sky/envmaps.

 

The small room with the camera can be more complex and needs to contain an info_portalsky entity. You can open our thiefs_den.map to see our "standard" TDM portalsky room.

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You need two parts for the portal sky to work. First, you need to "source" part, which is basically a small room with a camera and second, you need to texture some faces with textures/smf/portal_sky (this one is hardcoded, you can't use a different one). The camera view gets rendered on all portalsky faces, like you're used to with ordinary sky/envmaps.

 

The small room with the camera can be more complex and needs to contain an info_portalsky entity. You can open our thiefs_den.map to see our "standard" TDM portalsky room.

 

Thanks a lot! I actually had everything but the path to the portal_sky texture, I knew it was right there but I kept looking in all the places I thought it would be and didn't find it (ironically I think I did look in that directory once but my eyes didnt lock onto it).

 

Thanks again :)

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  • 7 months later...

On this topic, I was wondering if anyone had insight into how our moving cloud portal skies work. I'd like to add some distant buildings to our existing skies, but I'm not even sure where to begin. I tried adding some models in front of the walls, but they didn't show up.

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  • 4 years later...

Is there some way to flip image viewed by portal_sky texture, or even reverse info_portalsky camera view angle for particular portal_sky? If I have a window with transparent shutter and disabled VP behind it, it will look more natural if camera will show mirrored image, as window reflect sky.

S2wtMNl.gif

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Is there some way to flip image viewed by portal_sky texture, or even reverse info_portalsky camera view angle for particular portal_sky? If I have a window with transparent shutter and disabled VP behind it, it will look more natural if camera will show mirrored image, as window reflect sky.

 

You should be able to modify the portal_sky texture material with the "rotate" keyword to accomplish this:

 

http://www.iddevnet....3/materials.php

 

 

Edit:

 

This should be

 

texGen reflect

 

in the material instead.

Edited by nbohr1more

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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