High-res Sky Textures?
tankefugl
One Script To Rule Them All...Trondheim, Norway Join Date: 2002-11-14 Member: 8641Members, Retired Developer, NS1 Playtester, Constellation, NS2 Playtester, Squad Five Blue
Comments
XPCagey, when you gonna open that messageboard for the new compile tools your makin'? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
XPCagey, when you gonna open that messageboard for the new compile tools your makin'? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I'm pretty sure skybox size is hardcoded in the renderer, so it's not something that can be fixed without full source access to the Half-Life engine.
I'll open up those boards pretty soon -- I've been splitting my free time between the tools themselves and my NS map over the last few months.
If you mean generating clip hulls from the vis hull instead of the original brushes, I haven't completely worked out that last step yet.[/hijack]
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Nope.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I think the thread's main purpose is far from over, so hijack away! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Yes, it is. Soo ... Now I'll post a suggestion instead. Off to S&I then!
Creating a hires sky would just be rendering a large cube a large, set distance away from the player (but smaller than the distance of the current sky).
Creating a hires sky would just be rendering a large cube a large, set distance away from the player (but smaller than the distance of the current sky).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Um, no.
There is no "distance of the current sky" ... the current sky is rendered separately and differently from the world polys, and only changes based on the viewing angle, not the viewing position. That's just not how the HL engine works. It also <i>totally</i> doesn't do "big cubes around the map" for various reasons. It just doesn't work.
<span style='font-size:5pt;line-height:100%'>fricking n00bs</span>
Creating a hires sky would just be rendering a large cube a large, set distance away from the player (but smaller than the distance of the current sky).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Um, no.
There is no "distance of the current sky" ... the current sky is rendered separately and differently from the world polys, and only changes based on the viewing angle, not the viewing position. That's just not how the HL engine works. It also <i>totally</i> doesn't do "big cubes around the map" for various reasons. It just doesn't work.
<span style='font-size:5pt;line-height:100%'>fricking n00bs</span> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
The sky never changes dependant on angle or position. All it does is "stand still" with the camera at dead center, it doesnt change or track a players position. All 6 panels of the skybox are rendered wether any of them are actually visible from the within the map and dont change based on viewing angle either. Also, I dont think he is talking about actually modelling a "big cube around the map", but creating one for the sky renderer in the same way most other current games do. I dont know that HL is capable of such a thing, but any skybox for any engine is essentially "a big cube around the map" that is rendered in a seperate process.
Ok I see what you meant.
However player orientation changes, not the skybox. The skybox stands completely still and is rendered 100% of the time, wether you see it or not.
Yes
And Erias I know how skyboxes work, I'm just trying to simplify it a bit <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->