High-res Sky Textures?

tankefugltankefugl 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
Is it possible to use a texture with a higher resolution than currently in use for the sky?

Comments

  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    Nope. 256x256 is the only size you can use.
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    We'll have to wait for HL2 to get skyboxes that aren't a pixelated mess. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    It would still be nice if someone could pump up that number :/

    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-->
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--Parasite+Aug 27 2003, 01:52 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Parasite @ Aug 27 2003, 01:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It would still be nice if someone could pump up that number :/

    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.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    Did that clipping hull generation method work?
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--moultano+Aug 27 2003, 08:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Aug 27 2003, 08:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Did that clipping hull generation method work? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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]
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    <!--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-->Is it possible to use a texture with a higher resolution than currently in use for the sky?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    <!--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-->
  • tankefugltankefugl 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
    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Yes, it is. Soo ... Now I'll post a suggestion instead. Off to S&I then!
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    It is possible to code high res custom skies into HL using the TriApi, you can also get some moving clouds or planets in there too then <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • tankefugltankefugl 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
    TriApi? Please, do go on. I have never heard of it.
  • aegixaegix Join Date: 2002-08-31 Member: 1256Members, NS1 Playtester
    TriApi allows for graphic effect such as debris, water ripples etc. <a href='http://www.frontlineforce.com' target='_blank'>Frontline Force</a> is an excellent example of a mod putting it to good use.
  • tankefugltankefugl 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
    Is this API a part of the HL SDK?
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    Yes <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    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).
  • ObliteraterObliterater Join Date: 2002-11-22 Member: 9652Members
    Could this hires sky be animated?
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    <!--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-->Yes

    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>
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    <!--QuoteBegin--Erias+Sep 2 2003, 04:17 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Erias @ Sep 2 2003, 04:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->Yes

    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.
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    why use sky textures when you can build your own enviroment!
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    I think you misunderstood me... of course the skybox is rendered according to the viewing angle. Otherwise the same side of the sky would be rendered all the time no matter which direction you are facing.
  • ParasiteParasite Join Date: 2002-04-13 Member: 431Members
    <!--QuoteBegin--Erias+Sep 2 2003, 11:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Erias @ Sep 2 2003, 11:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think you misunderstood me... of course the skybox is rendered according to the viewing angle. Otherwise the same side of the sky would be rendered all the time no matter which direction you are facing. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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.
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    <!--QuoteBegin--Obliterater+Sep 2 2003, 05:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Obliterater @ Sep 2 2003, 05:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Could this hires sky be animated? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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-->
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