3D-skybox

3D-skybox

Re: 3D-skybox Posted by johnsmith27 on Fri Mar 4th 2005 at 4:53pm
johnsmith27
10 posts
Posted 2005-03-04 4:53pm
10 posts 1 snarkmarks Registered: Mar 4th 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
Re: 3D-skybox Posted by satchmo on Fri Mar 4th 2005 at 7:16pm
satchmo
2077 posts
Posted 2005-03-04 7:16pm
satchmo
member
2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
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.
Re: 3D-skybox Posted by johnsmith27 on Fri Mar 4th 2005 at 7:35pm
johnsmith27
10 posts
Posted 2005-03-04 7:35pm
10 posts 1 snarkmarks Registered: Mar 4th 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 :biggrin:

Thanks anyway :wink:
Re: 3D-skybox Posted by Leperous on Sat Mar 5th 2005 at 2:00am
Leperous
3382 posts
Posted 2005-03-05 2:00am
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
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.
Re: 3D-skybox Posted by Dead-Inside on Sat Mar 5th 2005 at 3:52am
Dead-Inside
8 posts
Posted 2005-03-05 3:52am
8 posts 1 snarkmarks Registered: Mar 4th 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 :razz: