3D Skybox Questions
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Re: 3D Skybox Questions
Posted by glenc on Thu Nov 25th at 5:55pm 2004


I have read both of these tutorials but I have a few questions.

http://www.snarkpit.com/editing.php?page=tutorials&id=108&highlight=3d,skybox
http://www.valve-erc.com/srcsdk/Levels/3d_skyboxes.html

First question: Is it necessary to create reference geometry at 0,0,0 and then shrink it down to 1/16th scale? Or is that just the easiest way to make sure everything lines up?

I tried skipping this step and just creating some brushes at 1/16th scale to begin with. I also didn't do it at 0,0,0 but just some random spot outside of my map. When I load up my map, I see the 3D skybox, but it's off to the side - not at all where I expected it to be. In other words, my perspective in the map is NOT where I placed the sky_camera entity.

Second question: Let's say my map is 1000 units tall. Does my 3D skybox have to be large enough to surround my entire map? Obviously it's going to be scaled down so it's not really that large, but when the engine blows it up, does it need to surround the rest of my map?

The reason I ask is that I have a map that's very large and my skybox is not as big as the map. When I load it up I get some weird rendering issues. When I look around I get behavior similar to when I haven't defined a valid sky texture. But it's all over - when looking at regular brushes too. And it will do it for a second, then all of a sudden it will pop and look fine.

[addsig]




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Re: 3D Skybox Questions
Posted by Captain P on Thu Nov 25th at 7:47pm 2004


1. You don't have to copy your architecture and scale it down by a factor 16, it's just a method that makes it easy to get the 3D sky at the right proportion.
The sky_camera entity is the (0, 0, 0) location for your 3D skybox. You don't have to place it at (0, 0, 0), but it references to this place. Often I choose a place on the edge of the grid to create my 3D skybox. In combination with the previously mentioned method, it is however handy to place the sky_camera at (0, 0, 0) and then copy the selection to somewhere else, as this ensures the 3D skybox is located correctly compared to the actual playing area.

2. I don't think it has to be larger, although I haven't experimented with it that much yet. I'd say, give it a few tries and see what happens when you have it larger, the same size or smaller than the playing area.
[addsig]




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Re: 3D Skybox Questions
Posted by glenc on Thu Nov 25th at 10:21pm 2004


Thanks that helped. I moved my map into the center and everything worked. [addsig]



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Re: 3D Skybox Questions
Posted by Fluke on Thu Jan 13th at 12:09am 2005


Hi, is it possible for more pics in the skybox tutorial? The ones given are kinda bad quality.. As well, it would be nicer to see a pre-map shot before the buildings are there and after they are there. Tutorials on this site have really helped me, perhaps if there was more shots in some of em, they'd be model tutorials. Anyhow, I'm having a problem in the skybox stuff, do i have to make a million different buildings, only a few? what gives? How does it repeat etc and I totally don't understand scaling, why would I scale em if If I am going to actually put the fake buildings in my map, copy that to a skybox and etc They will already be the right scale, no?

Thanks!





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Re: 3D Skybox Questions
Posted by satchmo on Thu Jan 13th at 1:01am 2005


One of the most helpful tools in building your first 3D skybox is the example map provided by Valve. Look into the sourcesdk_contenthl2mapsrc folder for all the example .vmf files. They are very helpful (at least they were for me).
[addsig]




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Re: 3D Skybox Questions
Posted by Fluke on Thu Jan 13th at 3:12am 2005


? quoting satchmo
One of the most helpful tools in building your first 3D skybox is the example map provided by Valve. Look into the sourcesdk_contenthl2mapsrc folder for all the example .vmf files. They are very helpful (at least they were for me).

Seems a sky box is really your first step because now my map all done, much harder for a 0,0,0 placement. I don't understand exactly how sky camera works, what range it takes in, etc. I don't see an angle thing, I see I can point on something specific, but what else is captured? how many buildings do I put? etc.. I want the effect there are more buildings down a street, for example, not look fake. I want it to seem as if there is an invisible barrier preventing you from going forward but it seems to continue to a certain extent. In tutorial it shows basic thing with this wall all around it. Appreciate your input. I have looked at the tutorial.





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Re: 3D Skybox Questions
Posted by satchmo on Thu Jan 13th at 5:07am 2005


The sky_camera entity isn't really a "camera" per se. It serves only as a reference point, and it doesn't "capture" anything. It positions the 3D skybox relative to the origin of the actual map.

There has been many other threads about 3D skybox, and here is a link to a potentially helpful one:

http://www.snarkpit.com/forums.php?forum=6&topic=3214&highlight=3D,skybox
[addsig]




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Re: 3D Skybox Questions
Posted by Fluke on Fri Jan 14th at 12:20am 2005


Thanks for the info, I actually understand now. So it's a reference point really. See I figured from my testing, when my skybox failed, there was corruption, like part of my map corrupted all over the place. That's why I believed it took in local environment. Anyhow, thanks. Ya I read the other threads, but more your statement of it 'isn't really a camera' pretty much sums it up for me! Thanks!




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