rain in the skybox
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Re: rain in the skybox
Posted by Belgarion on Wed Nov 16th at 7:37am 2005


I have a func_precipitation covered with the trigger texture that takes up the volume of my 3d skybox. It works perfectly while I am actually in the skybox, but doesn't show up in the main part of the map when the skybox is viewed through skybox texture (I wish the rain to appear outside, in the skybox, which is why the func_precip is in the skybox). I've been searching for a while and found no one with this particular .. well, as it seems, problem. If that's just something I should know doesn't work... well, heh. Oops.






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Re: rain in the skybox
Posted by Madedog on Wed Nov 16th at 7:47am 2005


It might be because it is 9:44 am and I haven't slept properly for two days, but I don't fully understand what is wrong?
And I can't remember why in the world would you want to texture the precipitation with trigger texture :o Isn't that what "particle/rain" is meant for?

So far, I understand:
you have a 3d skybox in which is func_precipitation. When you noclip into the 3d skybox, you will see the rain but in the actual map you see not?

And the ruddy entity is only supposed to be in the main world with its ORIGIN. Perhaps if you took it out of your 3d skybox and made a small hollow cube where you want the center of it be... dunno, it might work.



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Re: rain in the skybox
Posted by wil5on on Wed Nov 16th at 8:05am 2005


Its not supposed to be in the 3D skybox. Make func_precipitation boxes in all the outdoor areas of the map itself, then it should work.


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Re: rain in the skybox
Posted by Paladin[NL] on Wed Nov 16th at 11:22am 2005


? quote:
Its not supposed to be in the 3D skybox. Make func_precipitation boxes in all the outdoor areas of the map itself, then it should work.

Wilson is right, only a few entities are allowed inside the skybox. Since the skybox is basically another room for the compiler and source engine, you don't get a error message, but the camera entity in the skybox only shows what it is allowed to show. Check the SDK docs to find out what is allowed and what not.

http://developer.valvesoftware.com/wiki/Making_3D_Skyboxes

It doesn't mention what you can't put in a 3d skybox though, but my best guess is that is has to do wih the 1/16 scale. 'If' a func_prep. would work, it means you get raindrops that are 16 times bigger then normal ones. Secondly, moving objects are a no-no in a skybox(that's why physics are a no-no), expect for model actions(the Citadel that moves for example in HL2 sp)

That's about it that I can say about skyboxes.




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Re: rain in the skybox
Posted by fishy on Wed Nov 16th at 12:41pm 2005


there's something odd about the scale of the skybox tree sprites that are attached to one of the DoD:s blend textures. i had to double the size of my skybox to 1/8 scale to reduce their size. the skybox house models are also far too big when used in a 1/16 scale skybox, but look much betteer at 1/8 scale.

which leads me to believe that dod:s skyboxs are actually meant to be done at 1/8 scale. i suppose this allows a better/sharper level of detail from skybox objects, but it also means that mixing some hl2 objects in with it will look sort of daft.




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