Ut Style Rotating Sky

GiGaBiTeGiGaBiTe 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:
sky.jpg 58.3K

Comments

  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    Hey that would be cool yeah, but can we also use it since it needs spirit of HL...
  • NetBentNetBent Join Date: 2003-05-16 Member: 16386Members
    edited July 2004
    Nice box... It's just 4 walls a floor and no roof. there isn't a skybrush so the entire roof looks like a leak.

    [edit] Wait, is it not able to run in NS? Do I need to download Spirit to view this?
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    yes you need spirit of half-life to view this effect. well it was working on ns, ill have to see whats wrong with it now.
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    i cant get it to work on spirit
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    put the bsp in the spirit\maps folder, and put the wad in the spirit folder and it should work.
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    This takes me back to good old CTF-Face, and the iCTF clan days... 12M <3
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-Cobra^+Jul 14 2004, 11:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cobra^ @ Jul 14 2004, 11:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> This takes me back to good old CTF-Face, and the iCTF clan days... 12M <3 <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    <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]
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    However, spirit isn't implemented into NS so it's effectively useless, no?
  • FullautoFullauto Join Date: 2004-06-27 Member: 29589Members
    It's one of these "Wouldn't it be neat if?" threads <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    it isnt one of those "wouldnt it be neat" threads, i had this thing going in ns, but as soon as i changed something it wouldnt work anymore. keeps saying cannot int env_sky now. ****.. i think that the ns team should incorperate some of spirits code into ns. we would have more to work with on the mapping side.
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    yeah from what ive read spirit have made alot of changes to the hl entities, wud be very nice to have some of its functionality in ns
  • HectateHectate Join Date: 2002-01-24 Member: 32Members
    I've never used spirit of HL, but I would still be interested in seeing how this works (even if it'll never work in NS) What exactly do you do?
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    well first head over to the spirit of half-life website <a href='http://spirit.valve-erc.com' target='_blank'>http://spirit.valve-erc.com</a> and get spirit of half-life. next if you want to get an insight on some of the effects, go here <a href='http://showcase.yticodes.net/' target='_blank'>http://showcase.yticodes.net/</a>. i will have a tutorial on how to make this effect shortly.

    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.
  • prsearleprsearle Join Date: 2002-11-01 Member: 2365Members, Constellation
    <!--QuoteBegin-Hectate+Jul 15 2004, 04:31 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hectate @ Jul 15 2004, 04:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I've never used spirit of HL, but I would still be interested in seeing how this works (even if it'll never work in NS) What exactly do you do?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    lol entities do appear in the sky, thats how i made the rotating effect. its a giant cylender around the camera that projects it as the sky brush. to get the thing to show entities in the sky area you first have to be in the same vis area. as in there must be a connection between the players map and the skybox. it can be a small hallway and you can block it from players entering it with a func_wall. for those who downloaded the example, try looking for the func_wall i used. its nearly impossible to find.
  • SizerSizer Join Date: 2003-10-08 Member: 21531Members
    Download isn't working
  • FragBait0FragBait0 Join Date: 2003-12-16 Member: 24431Members
    Yeah spirit has some great stuff.

    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.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    screenies and downloads will probably be down forever, i nuked the hard drive on my web server because it was getting old and outdated. i dont know if i will put one up again because mysql was being stupid and locking me out of it. (mysql bug) ill wait till they put a fix out for this

    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
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