Ut Style Rotating Sky
GiGaBiTe
Join Date: 2003-10-07 Member: 21489Members
<div class="IPBDescription">w00t</div> i was mapping in spirit of half-life (http://spirit.valve-erc.com) and i came across this neat effect, the ut skybox. well i thought "hmm.. you could do some pretty interesting effects with this" so a bottle of asprin and a week later i came up with this effect, the ut rotating sky (seen on cft-face-se on unreal tournament) not long after i finished the map for the effect, i thought about other mods using this effect, so i tried compiling it under different mods and to my suprise it worked. not to the degree that it would on spirit though, spirit has a special func_rotating entity which makes it able to rotate on the x, y and z axes at the same time at different speeds. if you would like to see the effect in action, you will need to get the spirit of half-life and download this: <a href='http://darksideserver.cjb.net/downloads/ut_sky_v2.zip' target='_blank'>ut_sky_v2.zip</a>
that is just the bsp, im not going to release the rmf untill i finish the tutorial on how to create the effect. the rotating sky still looks good in ns, it just looks odd only rotating one way, like your not in an unstable orbit.
screenie:
that is just the bsp, im not going to release the rmf untill i finish the tutorial on how to create the effect. the rotating sky still looks good in ns, it just looks odd only rotating one way, like your not in an unstable orbit.
screenie:
Comments
[edit] Wait, is it not able to run in NS? Do I need to download Spirit to view this?
<3 CTF-Face.
[ontopic] oh, uh, good job! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> [/ontopic]
well i found the problem why it dont work in ns, and i wont be able to fix it either. somehow hammer was setup for ns to use 2 fgds the standard hl.fgd and the ns.fgd apparently it was grabbing all of its custom ents from hl and not ns thats where the problem came from. well no more ns ut style skys i guess. o well lets just bug flayra to add spirit code into ns.
It's a simple but neat trick: the "sky" is textured in NULL. This would normally produce a hall-of-mirrors effect, but in this case the Spirit code renders the map once from the centre of the map (0,0,0) and then again from the player's position. The result is that the area around the map origin appears to be a constant distance away. It has some flaws: you can't use a light_environment, as there's no SKY brushes; entities won't appear in the skybox as it's not in the PVS; and you're essentially rendering the map twice. The first two problems can be circumvented with some creative coding the the compile tools and server code, respectively.
Too bad that particular effect supposedly kills FPS.
Yes i know its running at (insert random triple digit figure here) on your machine in that map but there is the problem: in your map. Its a box from what i hear in the thread and so is what you are putting in the 'sky'. It becomes very impractical on real maps because of the whole process of rendering another viewport. (i think that's what is is anyways <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)
Good luck on getting spirit stuff implimented into NS. I would love to see it but I think its unlikely at least for a fair while.
oh and about that poor fps, non exsistant.
w_polys 141
w_polys 260 (max)
fps 100
it dont render the map twice, it transfers the polys into the sky area so it renders both rooms at the same time
tested on:
amd k6\2 500
384 ram
geforce 2 ti
win 2k
also on:
amd athlon xp 2400 (2.0ghz)
512 meg ddr
ati radeon 9600
yeh you can feel the slow down a bit on the 500, but not much.
also ns dont like lots of polygons, which some other mods dont have problem with.
ex: tfc - 1000+ w_polys = 60 fps
ns - 1000+ w_polys = 30 or 40 fps