are skyboxes really that bad... Created 19 years ago2005-01-28 15:07:36 UTC by Guinea Pirate Guinea Pirate

Created 19 years ago2005-01-28 15:07:36 UTC by Guinea Pirate Guinea Pirate

Posted 19 years ago2005-01-28 15:07:36 UTC Post #86347
i dont see what the big deal is with people saying skyboxes are bad. sure it is a big box around the level that makes more surfaces visible. but it also adds alot of atmosphere to the level. and with good use of visblockers and hint brushes, you can easily keep the r_speeds under control. just my opinion, but i dont think theyre bad if you what youre doing.
Posted 19 years ago2005-01-28 15:20:08 UTC Post #86351
?f its in hl dm its bad if somebody would use gauss gun :lol: !
Posted 19 years ago2005-01-28 15:38:26 UTC Post #86358
but it also adds alot of atmosphere
what?
:

Just because your PC can handle 40000 wpoly it doesn't mean everyone else's can too.

And really.. atmosphere?? wha?

:zonked:
Posted 19 years ago2005-01-28 17:25:11 UTC Post #86397
Hmmmm...?
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 19 years ago2005-01-28 18:39:10 UTC Post #86422
dont forget that almost every CS map is outdoors. that means skyboxes. and they dont have excessive w_poly counts.
Posted 19 years ago2005-01-28 19:22:04 UTC Post #86429
Just because it's outdoors doesn't mean it's always skyboxed. If you go through a brush in de_dust, do you still see the sky? No, you see the void. And how would you use hint brushes and visblockers to manage r_speeds? Wouldn't it render the whole level (at least I think)?
Posted 19 years ago2005-01-28 21:18:46 UTC Post #86472
i think you're confusing skyboxes with maps that have skies. a normal map with a sky has the sky brushes placed as if they were making an indoor map, but the sky texture makes the map seem outdoors. a skybox, however, is when you completely encase your map in sky brushes, even on faces the player never sees. this is what causes problems with the r_speeds.
Posted 19 years ago2005-01-28 22:12:18 UTC Post #86495
And 3D Skyboxes are HL2 and still, they don't involve boxing in the entire map.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-28 22:12:46 UTC Post #86496
Oh, and I think it was Mulleh, or someone, who had perfected a method of skyboxing that didn't have any negative effects on R's but I can't remember how it was done.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-28 22:17:16 UTC Post #86500
ah i see the difference. sky brush = good , skybox = bad
Posted 19 years ago2005-01-28 22:43:18 UTC Post #86519
Correct.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-01-28 22:52:41 UTC Post #86527
UM saco i might be wrong but if you have zhlt compile tools or whateva they are called the sky will be automaticly clipped.
Posted 19 years ago2005-01-29 08:00:08 UTC Post #86607
Definitions:

skybox: brushes covered in sky texture have a set of textures rendered on them like a sprite in the shape of a box. Add no wpoly, don't move with the geometry to resemble real-life sky.

skybox: surrounding your map with a huge hollowed out box covered in the sky texture.

Doublethink

:lol: heheheh.
Posted 19 years ago2005-01-29 08:17:38 UTC Post #86615
if ur comper can't handle a game as bog basic as hl1
then u an uprade or a bit of a seeing too

>>>D00M 3 : PWND ALL<<<
Posted 19 years ago2005-01-29 10:15:41 UTC Post #86633
UM saco i might be wrong but if you have zhlt compile tools or whateva they are called the sky will be automaticly clipped.
Posted on 29 Jan 05 11:52 by mcmitcho
Yep, most ZHLT 253 versions have automatic sky clipping..
But if you are doing CS or DoD and there is no chance of your players 'falling' through the sky then it is good idea to add -noskyclip to your compile, or your grenades will bounce off the sky..
Posted 19 years ago2005-01-29 14:04:50 UTC Post #86695
I think what Saco meant is that you can use the gauss gun to jump out of the level and land on the skybox (which in that case, noone can find you unless they figure out you jumped out of the map and do the same).
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