Horizont in skybox
Quote from beecake on November 19, 2011, 6:55 pmYea so ive been searching around with no clue about how to do it.
right now im making an outside map.
In this map the skybox is all around you. You walk on a normal brush, but it looks so bad when the brush just ends... is it possible to have the brush continue to infinity? And it still looks realistic?
Yea so ive been searching around with no clue about how to do it.
right now im making an outside map.
In this map the skybox is all around you. You walk on a normal brush, but it looks so bad when the brush just ends... is it possible to have the brush continue to infinity? And it still looks realistic?
Quote from Another Bad Pun on November 19, 2011, 7:29 pmTry using a 3d skybox. Making them correctly can get complicated at times, so if that wiki tutorial doesn't explain it to you very well, try watching the video tutorial at the bottom of this post. The only problem with using a 3d skybox like this is that it may be difficult to seamlessly transition from the play area to the 3d skybox. You can't actually go into the 3d skybox unless you noclip, but make sure it looks like you could if you wanted to. Be careful though; if the player wants to go somewhere that looks playable, (but is actually the 3d skybox), and an invisible wall is blocking them, it can get confusing. Make sure there is a distinct separation between the play area and the skybox; a fence will do the job. Another tip; make sure that the 3d skybox textures are scaled correctly, otherwise it won't look very good. The 3d skybox magnifies whatever is in it by a default of 16, so try to find the correct texture scale. Otherwise, the play area and the 3d skybox will not match up correctly, (texture wise.) Putting fog in the 3d skybox is a good idea as well. Not only does it make everything look more realistic, but it cuts down on the amount of work you need to do on it and will make your map more optimized.
Here's a helpful video tutorial that should sum up everything I've told you:
HOLY MOLY USEFUL VIDEO TUT LOLZ
[spoiler]ObtDnPlX30I[/spoiler]Good luck!
PS. The tutorial I posted is old so don't use CTRL H to hollow. They changed it and now it will hide everything other than the brush selected. Actually, don't hollow at all. Please. For the sake of humanity. Don't carve either. Please. Thank you.
Try using a 3d skybox. Making them correctly can get complicated at times, so if that wiki tutorial doesn't explain it to you very well, try watching the video tutorial at the bottom of this post. The only problem with using a 3d skybox like this is that it may be difficult to seamlessly transition from the play area to the 3d skybox. You can't actually go into the 3d skybox unless you noclip, but make sure it looks like you could if you wanted to. Be careful though; if the player wants to go somewhere that looks playable, (but is actually the 3d skybox), and an invisible wall is blocking them, it can get confusing. Make sure there is a distinct separation between the play area and the skybox; a fence will do the job. Another tip; make sure that the 3d skybox textures are scaled correctly, otherwise it won't look very good. The 3d skybox magnifies whatever is in it by a default of 16, so try to find the correct texture scale. Otherwise, the play area and the 3d skybox will not match up correctly, (texture wise.) Putting fog in the 3d skybox is a good idea as well. Not only does it make everything look more realistic, but it cuts down on the amount of work you need to do on it and will make your map more optimized.
Here's a helpful video tutorial that should sum up everything I've told you:
HOLY MOLY USEFUL VIDEO TUT LOLZ
Good luck!
PS. The tutorial I posted is old so don't use CTRL H to hollow. They changed it and now it will hide everything other than the brush selected. Actually, don't hollow at all. Please. For the sake of humanity. Don't carve either. Please. Thank you.
Quote from beecake on November 19, 2011, 7:54 pmAnother Bad Pun wrote:Never thought of watching the video! Thank you
i think it will help. gonna check it tomorrow
Another Bad Pun wrote:PS. The tutorial I posted is old so don't use CTRL H to hollow. They changed it and now it will hide everything other than the brush selected. Actually, don't hollow at all. Please. For the sake of humanity. Don't carve either. Please. Thank you.Haha i know
but what i dont know is, what carve does...
Never thought of watching the video! Thank you
i think it will help. gonna check it tomorrow ![]()
Haha i know
but what i dont know is, what carve does...
Quote from Spam Nugget on November 20, 2011, 3:48 am

I think in terms of boolean variables. Generally, it makes things easier.
Quote from Lpfreaky90 on November 20, 2011, 7:46 ambeecake wrote:Now forget it before you start using it
Now forget it before you start using it ![]()
Quote from beecake on November 20, 2011, 7:59 amlpfreaky90 wrote:beecake wrote:Now forget it before you start using it
Forget what?
Now forget it before you start using it ![]()
Forget what?
Quote from Lpfreaky90 on November 20, 2011, 8:09 ambeecake wrote:Forget what?How to break the game by using the carve tool.
(if you carve out a door *shivers* the game will crash due to mircobrushes...)
DON'T EVER USE THE CARVE TOOL!!!!!!
How to break the game by using the carve tool.
(if you carve out a door *shivers* the game will crash due to mircobrushes...)
DON'T EVER USE THE CARVE TOOL!!!!!! 
Quote from beecake on November 20, 2011, 8:13 amlpfreaky90 wrote:beecake wrote:Forget what?How to break the game by using the carve tool.
(if you carve out a door *shivers* the game will crash due to mircobrushes...)
DON'T EVER USE THE CARVE TOOL!!!!!!Yes yes i know
It was a joke
You know like i already forgot what it was
Anyway! New problem:
My 3D skybox is now having an infinite platform. But the fog in the skybox makes me unable to see it.
The fog in my map, and the fog in the sky_camera is exactly the same.Is it possible to make only the brush unable to fog, but the statics in the skybox still "fog-able"?
How to break the game by using the carve tool.
(if you carve out a door *shivers* the game will crash due to mircobrushes...)
DON'T EVER USE THE CARVE TOOL!!!!!! 
Yes yes i know
It was a joke
You know like i already forgot what it was ![]()
Anyway! New problem:
My 3D skybox is now having an infinite platform. But the fog in the skybox makes me unable to see it.
The fog in my map, and the fog in the sky_camera is exactly the same.
Is it possible to make only the brush unable to fog, but the statics in the skybox still "fog-able"?
Quote from Another Bad Pun on November 20, 2011, 9:34 amI'm not so sure there is an option for this, but you can try this method: Just change the fog end variable ever so slightly every compile until you find a fog that you're satisfied with. High fog ends usually work the best for 3d skyboxes. It may take a while, but you should get something like this:
[spoiler]
2011-11-20_00001.jpg[/spoiler]
I'm not so sure there is an option for this, but you can try this method: Just change the fog end variable ever so slightly every compile until you find a fog that you're satisfied with. High fog ends usually work the best for 3d skyboxes. It may take a while, but you should get something like this:

