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Horizont in skybox

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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?

Mostly lurking

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.

Another Bad Pun wrote:
HOLY MOLY USEFUL VIDEO TUT LOLZ

Good luck!

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...

Mostly lurking

here ya go

Image
I think in terms of boolean variables. Generally, it makes things easier.
Spam Nugget wrote:

Yay i just learned something!

Mostly lurking
beecake wrote:
Spam Nugget wrote:

Yay i just learned something!

Now forget it before you start using it :thumbup:

lpfreaky90 wrote:
beecake wrote:
Spam Nugget wrote:

Yay i just learned something!

Now forget it before you start using it :thumbup:

Forget what?

Mostly lurking
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!!!!!! :notwant:

lpfreaky90 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!!!!!! :notwant:

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"?

Mostly lurking

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:

Spoiler

2011-11-20_00001.jpg

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