4 different skys in one map Created 16 years ago2008-04-26 04:30:11 UTC by raver raver

Created 16 years ago2008-04-26 04:30:11 UTC by raver raver

Posted 16 years ago2008-04-26 04:30:11 UTC Post #249179
I planning to make a season map including winter/summer/spring & fall. Now, to make it good fitting I need to find a way to use multiply sky's. Is this even possible?
Posted 16 years ago2008-04-26 04:53:55 UTC Post #249180
nope.
Penguinboy PenguinboyHaha, I died again!
Posted 16 years ago2008-04-28 06:42:25 UTC Post #249303
It's possible if you meant it like this:
you make a custom sky with different seasons in each face
Posted 16 years ago2008-04-28 08:02:00 UTC Post #249306
And you think that'll look good in any way?
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2008-04-28 09:54:11 UTC Post #249309
I saw this thing in "Xen Crystal " ( a mod I downloaded from twhl ) . All you have to do is find a tga file ( or how the sky is saved ) that suits you . Then extract th pictures ( 6 , I guess) and make a wad . Now texture the skybox in these textures .
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-04-28 15:49:18 UTC Post #249337
Heh that's intersting, but doesn't it just look like your walking in a big box? (searches for Xen Crystal in map vault)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2008-04-28 16:02:09 UTC Post #249338
Dont use skies. Instead just make textures that surround the map and are additive. Summer could be yellowish, winter light blue. This might look ok...
Posted 16 years ago2008-05-01 00:05:13 UTC Post #249461
You can dynamically change skies ingame with Spirit.
Daubster DaubsterVault Dweller
Posted 16 years ago2008-05-02 00:12:22 UTC Post #249486
That's my map! :)

http://www.twhl.co.za/vault.php?map=4796

I wanted to do a similar theme for a snow/lava. Made a map in the snow, you teleported to a reversed copy of the map with lava. The problem is the fact you can see every face when in the open. The only way this would work is if there was no way for you to look straight up at the sky, this would show the connection and ruin the effect. Like this:
  • = snow
  1. = fire
tga picture on side:

****####
****####
****####
****####

@ Daubster:

Can you??? Isn't it set in the map properties???
Posted 15 years ago2008-05-09 18:14:00 UTC Post #249799
they were changeing the skys at the end of opposing force (in the osprey with the gman), weren't they?
Jessie JessieTrans Rights <3
Posted 15 years ago2008-05-10 20:36:59 UTC Post #249826
Could be. Technically, that shouldn't be very difficult, so when you keep in mind they had some programmers working on Opposing Force, that sounds reasonable.
Posted 15 years ago2008-05-10 22:27:51 UTC Post #249828
I don't think so... Didn't they just switch from a skybox to a black box with stars shooting past?
Posted 15 years ago2008-05-10 23:03:28 UTC Post #249829
somebody teach me how to create a tank!! :combines:
Posted 15 years ago2008-05-10 23:54:18 UTC Post #249830
Are you talking about a real tank?
Posted 15 years ago2008-05-11 07:09:08 UTC Post #249842
Don't hijack threads, Darkstalker, make your own.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-05-18 00:06:07 UTC Post #250101
:\

That's actually a good point. Opposing force did do that, I shall look and see how they did it.
Posted 15 years ago2008-05-18 00:39:02 UTC Post #250104
Opposing Force never changed skies. They used the different-sky-per-face method. You could only see one side of the sky, so they changed the player's orientation in the plane to face a different part of the sky. Take a look in the GFC and you'll find a sky set with inconsistent textures.

Really, you've only got a few options, and I doubt you'll like them.
1: Use Zeeba-G's method and cover the sky with different additive textures to change the sky's tone.
2: Convert the TGA files to a wad, and build a cube textured with the converted sky(stretched to fit each face) around the very edge of the mapping grid. This would be the closest looking to a real dynamic skybox, but it will kill your vis compiling time. You would also have to manually null off every face that would normally be facing the void. But there are so many problems that could arise from this, if not done correctly, that I wouldn't even bother. Especially when you could just as easily...
3: ...Use a model with a sky texture applied to it that is big enough to span the entire mapping grid, or more, much like my 3D Sky example map. This is easily the most optimized method, but you have to make sure that VIS can see the model from any given point in the map, otherwise you will end up with areas where the sky model doesn't get rendered. If the playing area is relatively small, or relatively open, a sky model would be your best bet. If you want, I can make you 4 sky sphere/cube models to use.
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