3D-skybox
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Re: 3D-skybox
Posted by johnsmith27 on Fri Mar 4th at 4:53pm 2005


Hello!

I've almost read all the tutorials/forums for the 3d Skybox....but i still dont figure how the Sky_camera works.

My problem is that the 3d-skybox never fits with the map (always too far from the map (for both X,Y,Z axis).

My english isnt very good so i post 2 images to explain better my problem:

http://img92.exs.cx/img92/1584/chaos0700076bp.jpg

http://img92.exs.cx/img92/9266/chaos0700061ud.jpg

As u can see, there is a "hole" between the map and the skybox...

I've tried to put the sky_camera at the world origin 0,0,0 , and then select it + the borders map geometry, then copy/paste/scale....build stuff for the 3d Skybox...(then delete the old sky_camera in the map), then compile...: the 3d-Skybox dont fit with the map.

I've also tried to select all the map geometry, then i look at the cooridnates of the whole map (lets say it's: 300,500,700). So i put the sky_camera at the same coordinates, i edit the entity origin and put 300 500 700 in it, then again, select it + the borders geometry, copy/paste/scale, build stuff for the skybox, (then delete the old sky_camera in the map), compile, and it still dont fits!!

Damn....so i really need some help to figure how this entity works (i see cs_havana and its road wich leads perfectly to the 3d-skybox's road...so the sky_camera must be very precise...once u have understand how it works.

So any help on this will be very appreciated!

PS: Maybe i'm wrong, but the 3d skybox's tutorial on this site seems to have the same problem as mine, it looks like the 3d skybox isn't perfectly agenced to the map (for the Z axis) no?

http://www.snarkpit.com/userimages/tutorials/tut108_2.jpg

http://www.snarkpit.com/userimages/tutorials/tut108_3.jpg





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Re: 3D-skybox
Posted by satchmo on Fri Mar 4th at 7:16pm 2005


Did you take into account of the fact that everything is scaled up 16x in the 3D skybox? Even the distance between the objects in the skybox and the relative distance between the camera entity and the placements of brushes and displacement surfraces in the skybox.

It's a common mistake. Heck, I made the same mistake when I built my first 3D skybox. There are two other threads related to this topic. Search for them, and you should find the solution to your problem.
[addsig]




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Re: 3D-skybox
Posted by johnsmith27 on Fri Mar 4th at 7:35pm 2005


Yeah i've already found theses threads..

But it's ok now, it works (finally) with the sky_camera at the center of the world (0,0,0)...Dunno why it wasn't working before but now it works so everything's fine

Thanks anyway





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Re: 3D-skybox
Posted by Leperous on Sat Mar 5th at 2:00am 2005


My tutorial is rubbish, and I will one day update it. However it's all about the 'reference geometry'- make part of the skybox scenery to scale in the 'real' world, then just scale it down, along with the sky_camera- it'll fit better that way, though you should realise it's not designed to seamlessly merge, and you should have a wall or something at the boundary blocking the view.





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Re: 3D-skybox
Posted by Dead-Inside on Sat Mar 5th at 3:52am 2005


I made my 3d skybox for my new map today. The map is ontop of a block, the block goes downward and is then replaced by a 3d skybox block which continues downward. Works flawelessly and you *really* can't tell.

But either way, you should, as Leperous said, always try to create everything in beside your map and then scale all of it down. Reference geometry is only needed for modelplacement and displacementmapping (Displacementmaps are not scalable either).

Good luck






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