3d skybox

3d skybox

Re: 3d skybox Posted by Beetle on Mon Jun 18th 2007 at 10:31pm
Beetle
54 posts
Posted 2007-06-18 10:31pm
Beetle
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54 posts 15 snarkmarks Registered: Dec 8th 2006
I read the tutorial on snarkpit on how to do a 3d skybox, and I can do
it when its just a square with scenery around it, but when it comes to
thecove (which isn't square) I can't get it to line up, mainly b/c I
don't think I really understand the concept of the sky_camera. Where
does it need to be in relation to the things in the skybox. I know it
needs to be in it along with the skybox things, but its not lining up.
Thanks
Re: 3d skybox Posted by Captain P on Mon Jun 18th 2007 at 11:26pm
Captain P
1370 posts
Posted 2007-06-18 11:26pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
The sky_camera entity is the center of the map, for the 3D skybox. Imagine that the 3D skybox stuff is moved, untill it's sky_camera is located at (0, 0, 0). Then, it's scaled up a lot and voila, there's your 3D skybox, properly positioned. That's what the engine does: it uses your sky_camera as a reference point, so it knows where to position your 3D skybox.

I hope that clears things up a bit? :smile:
Create-ivity - a game development blog
Re: 3d skybox Posted by Beetle on Mon Jun 18th 2007 at 11:34pm
Beetle
54 posts
Posted 2007-06-18 11:34pm
Beetle
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54 posts 15 snarkmarks Registered: Dec 8th 2006
Thanks, but not quite. Does the sky camera always need to be at 0,0,0 until its copied over to the skybox part of it? I tried putting it at 0,0,0 then cutting it along with the start of my 3d skybox and it was off by quite a bit.
Re: 3d skybox Posted by Riven on Tue Jun 19th 2007 at 1:18am
Riven
1640 posts
Posted 2007-06-19 1:18am
Riven
Wuch ya look'n at?
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1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Yes, the sky_camera should be kept in the exact origin of the map until you're done with all your extra 3d skybox buildings and models. Then you may use the pasted special command and the texture lock button to copy it. then once it's pasted, without selecting anything, you go ahead and scale EVERYTHING using the transform tool under the tools menu. The scale should be in each axis: .<STRIKE>01625</STRIKE> [color=limegreen][EDIT] [color=white]I mean .0625 [/color](thanks RedWood)(that's 1/16 in decimal form). Then move it from out of the original skybox of the map, and give it its own, making sure to cover everything that you had kept selected from the beginning. If it still remains off line, then there is something you did wrong. To this day, I've never encountered a bug with this entity, and feel pretty confident in its ability to give you perfect or near-perfect results...[/color]
Blog: www.playingarchitecture.net
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Re: 3d skybox Posted by RedWood on Tue Jun 19th 2007 at 2:05am
RedWood
719 posts
Posted 2007-06-19 2:05am
RedWood
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719 posts 652 snarkmarks Registered: Sep 13th 2006
The decimal form of 1/16 is actually 0.0625. Scale to the wrong size and you kill your self trying to figure out wtf is wrong with your sky box. :lol:
Re: 3d skybox Posted by reaper47 on Tue Jun 19th 2007 at 10:38am
reaper47
2827 posts
Posted 2007-06-19 10:38am
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2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
[Sorry bad post, nevermind]
Why snark works.
Re: 3d skybox Posted by Captain P on Tue Jun 19th 2007 at 11:54am
Captain P
1370 posts
Posted 2007-06-19 11:54am
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
If nothing else helps, can you post some screenshots? :smile:
Create-ivity - a game development blog
Re: 3d skybox Posted by Beetle on Wed Jun 20th 2007 at 11:41pm
Beetle
54 posts
Posted 2007-06-20 11:41pm
Beetle
member
54 posts 15 snarkmarks Registered: Dec 8th 2006
OK as far as lining up brushes I'm good, but the textures aren't scaling along with the brushes, and texture lock is checked. What do I do?
Re: 3d skybox Posted by Riven on Thu Jun 21st 2007 at 12:56am
Riven
1640 posts
Posted 2007-06-21 12:56am
Riven
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1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Are you using the "paste special" command under the edit menu?

Try using this tutorial over at the VDC.
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Re: 3d skybox Posted by Beetle on Thu Jun 21st 2007 at 1:16am
Beetle
54 posts
Posted 2007-06-21 1:16am
Beetle
member
54 posts 15 snarkmarks Registered: Dec 8th 2006
No what i do is set the camera up, then highlight it along with 3d skybox stuff and move it to a rnadom area the ctrl m and then scale and put a skybox around it.
Re: 3d skybox Posted by Riven on Sat Jun 23rd 2007 at 9:00pm
Riven
1640 posts
Posted 2007-06-23 9:00pm
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Instead of just moving over a copy of the highlighted section, you should go to edit (after it's been highlighted) and select "paste special." That way, it will copy your texture scale (if texture lock has been enabled) and any other entity keyvalues. Then you may go ahead and scale that copy after it has been placed via the "paste special" command. But try following that tutorial at the VDC EXACTLY, and see if there is a problem.
Blog: www.playingarchitecture.net
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