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