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Fracture wrote:
im doing something where there is no sky to speak of. You will see when the time comes ;)

But you're still using a skybox, so you will still probably need reference geometry to match up everything nicely. We also used skyboxes quite extensively in Aperture Valentine. And there's no sky there as well ;)

i just changed the 3d scale and now i lost the location of the models....again.

So teach me your ways, kung fu programmer

EDIT: it occures to me having black fog enabled probably doesn't help at finding your models.... >_<

Just when I think I understand the system, it changes on me.

can you just upload the map?



Also, I made a map just for you! Sunset
Click Here to view my Workshop and play my puzzlemaker maps

naw it's cool. i figured it out once i disabled the friggen fog

Just when I think I understand the system, it changes on me.
Fracture wrote:
i just changed the 3d scale and now i lost the location of the models....again.

So teach me your ways, kung fu programmer

EDIT: it occures to me having black fog enabled probably doesn't help at finding your models.... >_<

you ask, we deliver:
http://www.youtube.com/watch?v=dxYhaAupbtA&feature=youtu.be

did you record that just now for this? Because if you did, that's awesome, Thanks.

Weird how that process works, though. But I won't argue with it. I managed to get the stuff aligned, now i just gotta make the main room for it large enough.

Just when I think I understand the system, it changes on me.
Fracture wrote:
did you record that just now for this? Because if you did, that's awesome, Thanks.

Weird how that process works, though. But I won't argue with it. I managed to get the stuff aligned, now i just gotta make the main room for it large enough.

Yep! I know I'm awesome xD

You don't need to make the main room any bigger for it! that's the charm! everywhere where you want to make your level appear to be bigger you can just put skybox!

Here are a few images I made in hammer from Aperture Valentine:

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The back wall of the part over there ended there; that's also where we decided to let the skybox start. There's 128 units you can jump forward until you hit the skybox. What do you see there? Well, props! just like it would appear normally! (I should probably also make comparison screenshots but I can't be bothered right now)

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Over here, where the walls stop is where the skybox starts.

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We have some props blocking the player here. After this there's a far sight into all kinds of bts stuffs. In the skybox!

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Here we have just a square room, some normal walls; some skybox, but you won't be able to see these sharp edges in game!

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This is the last part of the tube ride. Facing a wall so close would be boring, but with the skybox it looks really pretty! See the texture not completely fitting on the top side? Keep that in mind for a second!

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And this is what the 3d-skybox looks like! All tiny tiny brushes and miniature models with one HUGE sky_camera ;)

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Still remember that not-perfectly aligned texture? We used the skybox to fix that!

So as you hopefully see; you don't have to actually make the room bigger! That's the charm of a skybox! You can keep it with it's current sizes but extend your room in the skybox!

I understand that much...

But the specific models I am using for the 3d skybox force me to make the main room a very specific length. It nothing short of reactangular. Like one seriously big-ass hallway

Just when I think I understand the system, it changes on me.
Lpfreaky90 wrote:

Wow LP, I never actually knew that could be done! Very helpful :thumbup:

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