I was wondering about something if it was possible to make a 3d skybox like in half life or maybe doom i think?
http://twhl.co.za/tu...dskyboxes_2.jpg
http://i36.tinypic.com/vhdqno.jpg
http://img176.imageshack.us/img176/7750/gm...kopsv500jj1.jpg
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3d skybox "possible or?"
#1 Posted 23 September 2009 - 05:12 AM
#2 Posted 23 September 2009 - 05:15 AM
I've been wanting this for a while too. Supposedly it would be a relatively trivial feature to add while using the Polymer renderer. Polymost and Software would probably take more effort though.
This post has been edited by SwissCm: 23 September 2009 - 05:15 AM
#3 Posted 23 September 2009 - 05:24 AM
In polymost (doesn't work right in Polymer) I actually created the illusion of a 3d skybox by simply creating a parallaxed outer sector around the play area sector, and in 3d mode I would click to drag my model and just hold shift and slide it out way past the borders of the level (it just slides out in the unsectored space of the map grid. For whatever reason, doing this didn't make the models vanish on certain angles (as discussed in my thread in the bugs section), so in essence I could put lots of objects outside the level within the parallaxed sky, and it looked great.
The trick was to get the placement right first time, because it's a bitch to have to drag it back into the level and start again
But that was just one random thing I did. A TRUE 3d skybox would be great but, not likely to happen for a long time, if at all.
The trick was to get the placement right first time, because it's a bitch to have to drag it back into the level and start again
But that was just one random thing I did. A TRUE 3d skybox would be great but, not likely to happen for a long time, if at all.
#4 Posted 23 September 2009 - 12:37 PM
I'm pretty sure this effect has been faked in Duke3D numerous times, and in Doom too.
#5 Posted 24 September 2009 - 12:33 PM
darkcaleb, on Sep 23 2009, 03:12 PM, said:
I was wondering about something if it was possible to make a 3d skybox like in half life or maybe doom i think?
http://twhl.co.za/tu...dskyboxes_2.jpg
http://i36.tinypic.com/vhdqno.jpg
http://img176.imageshack.us/img176/7750/gm...kopsv500jj1.jpg
http://twhl.co.za/tu...dskyboxes_2.jpg
http://i36.tinypic.com/vhdqno.jpg
http://img176.imageshack.us/img176/7750/gm...kopsv500jj1.jpg
That's not a skybox, that's just geometry placed near the edge of the map. Been done in Duke countless times.
#6 Posted 24 September 2009 - 12:52 PM
Well, it's rather half way the skybox (Half-Life, Quake II) and the geometry placed near the edge of the map (Kingpin).
This is a sky portal (I think I saw that the very first time in Return to Castle Wolfenstein -- the very first level, when you see the mountains and dam ahead the castle).
This is actual geometry put apart from the playable area of the map. A "camera" put in the middle is used as a reference point for the actual map. Back in the days, that was merely a vis compilation hack I believe.
EDIT: Yeah, I remember now. Shadow Warrior faked it in the airport map (just like they did on the set of Die Hard 2 ^^)
This is a sky portal (I think I saw that the very first time in Return to Castle Wolfenstein -- the very first level, when you see the mountains and dam ahead the castle).
This is actual geometry put apart from the playable area of the map. A "camera" put in the middle is used as a reference point for the actual map. Back in the days, that was merely a vis compilation hack I believe.
EDIT: Yeah, I remember now. Shadow Warrior faked it in the airport map (just like they did on the set of Die Hard 2 ^^)
This post has been edited by alias conrad coldwood: 24 September 2009 - 12:57 PM
#7 Posted 24 September 2009 - 02:40 PM
It'll be a feature in polymer. You'll have a sky SE somewhere in the map and the sky will be rendered from the viewpoint of that sprite. You'll even be able to move that SE using CON code for scrolling sky effects or whatever you want to do.
Please note that this should already be feasibly using two rendering passes thanks to the showview CON command.
Please note that this should already be feasibly using two rendering passes thanks to the showview CON command.
#8 Posted 24 September 2009 - 06:56 PM
Heh, when it comes to CON command, I wish there was an EVENT_DISPLAYPARALLAX which you could use rotatesprite in the background "layer".
This post has been edited by Ilovefoxes: 24 September 2009 - 06:57 PM
#9 Posted 25 September 2009 - 12:19 AM
isnt the point of a skybox sposed to be it being 1/16th in size to the actual lvl and mainly because newer 3d engines would not be too happy with an actual sized skybox in the background
i just make them, there is a ton of them in tta2 i used them to make my city seem bigger than it actually was.
edit : would this new SE make it so build built objects would be able to appear in the sky behind white walls?
i just make them, there is a ton of them in tta2 i used them to make my city seem bigger than it actually was.
edit : would this new SE make it so build built objects would be able to appear in the sky behind white walls?
This post has been edited by DanM: 25 September 2009 - 12:24 AM
#10 Posted 25 September 2009 - 08:01 AM
Ilovefoxes, on Sep 24 2009, 10:56 PM, said:
Heh, when it comes to CON command, I wish there was an EVENT_DISPLAYPARALLAX which you could use rotatesprite in the background "layer".
EVENT_DISPLAYROOMS. Use an invalid texture wherever you want it to show through. CraigFatman has been using this to do really wild room-over-room effects.
#11 Posted 25 September 2009 - 10:37 AM
Hahaha, it really worked! I can't believe this existed...
That's not in the Wiki, is it? =/
That's not in the Wiki, is it? =/
#12 Posted 25 September 2009 - 03:09 PM
Yep, you can use it to emulate a lot of effects, including portals. Of course, the less easy part is correctly calculating positioning.
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