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3D Skybox for HL1

Map Vault > Example Maps

map screenshot

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By Soup Miner (See more)
28th March, 2007

Half-Life
145.31KB - RMF, MAP, BSP
3445 views
760 downloads
6 comments

Last edited: 28th March, 2007

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This is an amazing effect you can use to mimic the Source engine's 3D skybox in any Goldsource game. In essence, what this little trick does is replace a massive amounts of world geometry with a skybox model with an origin in the center of the map. Since the model uses a significantly smaller amoutn of CPU to render than its world-brush equivalent, you can have a seemingly endless world without killing your PC.

The only downside to this is that you will have to find some way for the origin of the skybox model to ALWAYS be visible, but where there's a will there's a way. Put it in a reversed hint box or something.

Comments

avatar srry says: 28th March 2007, 22:05 PM
So, it's just a huge model? I don't see what's so amazing about that, to be honest. I mean, it looks fantastic, but technically, it's not that hard to do. This same effect was used in some Day of Defeat maps, where they used large models for hills in the background. Not so revolutionary, but still useful if you know how to model, I suppose.
avatar The_6th_Monkey says: 30th March 2007, 14:45 PM
oooh nice :D

now to learn how to compile models ...
avatar Kurosaki Ichigo says: 2nd April 2007, 01:21 AM
Nice example but do you really need a model that goes way off the grid?
avatar Soup Miner says: 2nd April 2007, 08:53 AM
Well it needs to span far enough to give the impression that it keeps going.
avatar Daubster says: 14th April 2007, 06:14 AM
Not a bad idea..

Though you'll need a huge max vis. distance to make the skybox visible in all the areas of the map..



Anyways - doesn't a model going off-grid produce any errors?
avatar Soup Miner says: 14th April 2007, 12:44 PM
None, that's the beauty of it. Only the origin of the model actually needs to be in the world for it to work.
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