Multiple Skyboxes

Multiple Skyboxes

Re: Multiple Skyboxes Posted by Agent Smith on Thu Jun 16th 2005 at 2:24pm
Agent Smith
803 posts
Posted 2005-06-16 2:24pm
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia
I was wondering if it is possible to have multiple skyboxes in a single
DM map, so that you can cycle through them in an organised manner. I
was just wondering because you use a sky camera entity to make the sky
appear in the levels sky area's, so would it be possible to turn them
on and off, there by switching the sky.
Ham and Jam Contributor
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'Get your stinking paws off me, you damned dirty ape!'
Re: Multiple Skyboxes Posted by Dark_Kilauea on Thu Jun 16th 2005 at 2:45pm
Dark_Kilauea
629 posts
Posted 2005-06-16 2:45pm
629 posts 123 snarkmarks Registered: Apr 15th 2005 Occupation: Fast Food Location: USA
No, already tried that, and it didn't work out very well. The
sky_camera needs to be inside a cube with the toolskybox
texture. Perhaps if you made a second cube inside the
skybox cube, with the sky you wanted...

Well anyway, hope I gave you an idea at least Good Luck!
Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/
Re: Multiple Skyboxes Posted by Agent Smith on Thu Jun 16th 2005 at 3:00pm
Agent Smith
803 posts
Posted 2005-06-16 3:00pm
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia
Yeah, I'm not so much interested in changing the actual sky, more having different scenes within the sky box.
Ham and Jam Contributor
http://www.hamandjam.org

'Get your stinking paws off me, you damned dirty ape!'
Re: Multiple Skyboxes Posted by Loco on Thu Jun 16th 2005 at 3:52pm
Loco
615 posts
Posted 2005-06-16 3:52pm
Loco
member
615 posts 121 snarkmarks Registered: Aug 29th 2003 Occupation: Student Location: UK
Wall_toggles and various rendering changes perhaps? Maybe if you have
the same single 3d skybox, but then change what actually appears inside
it... not sure how it would work though.
My site
Re: Multiple Skyboxes Posted by Leperous on Fri Jun 17th 2005 at 12:19pm
Leperous
3382 posts
Posted 2005-06-17 12:19pm
Leperous
Creator of SnarkPit!
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3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
You can use entities as normal in your skybox (some won't work, but none that you should need) so Loco's suggestion will work (func_wall_toggle, or the updated equivalent if there is one?). But note that since you can't tie displacement surfaces to entities, you're going to have problems if you want to include them in your scenes, and there's nothing you can do about that except hide them behind something.
Re: Multiple Skyboxes Posted by Agent Smith on Fri Jun 17th 2005 at 2:07pm
Agent Smith
803 posts
Posted 2005-06-17 2:07pm
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia
So it's impossible to have a displacement move like an elevator or door
then. I wonder how they got the displacements to rise up like they did
in that technology video they released before HL2 came out. I'll have
to figure something out. Thanks for the feedback, I kinda figured on
doing it that way Loco / Lep, just wanted some confirmation on it :smile: .
Ham and Jam Contributor
http://www.hamandjam.org

'Get your stinking paws off me, you damned dirty ape!'
Re: Multiple Skyboxes Posted by Agent Smith on Fri Jun 17th 2005 at 2:07pm
Agent Smith
803 posts
Posted 2005-06-17 2:07pm
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia
Cursed double post.
Ham and Jam Contributor
http://www.hamandjam.org

'Get your stinking paws off me, you damned dirty ape!'
Re: Multiple Skyboxes Posted by Rof on Fri Jun 17th 2005 at 3:33pm
Rof
210 posts
Posted 2005-06-17 3:33pm
Rof
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210 posts 41 snarkmarks Registered: Dec 3rd 2004
You can use env_terrainmorph to raise (or lower) points in a
displacement mesh, though there are some limitations. (It can't be a
mesh that the player can walk on, for instance, since the clipping is
not changed with the appearance.)

There seems to be no way to move a displacement wholesale, since you can't tie one to any entity.
VMEX, Pakrat & Entspy
Re: Multiple Skyboxes Posted by DrFrag on Fri Jun 17th 2005 at 3:44pm
DrFrag
62 posts
Posted 2005-06-17 3:44pm
DrFrag
member
62 posts 16 snarkmarks Registered: Jan 12th 2005 Location: Australia
You could keep the displacement still and move everything else. :biggrin: