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Davis
12-10-2005, 06:01 PM
i wondered if there was a way to make a texture in a sky box behave as if it was in a normal zone. in other words as i walk away from my sky i want the texture to look further away as normal. hope thats clear enough

`wtf
12-10-2005, 08:20 PM
Not very good at map making, but, from what I know of, no you can't. :cry:

Tonton_Alfred
12-10-2005, 09:19 PM
i thought a large room with your texture in the back, but i guess u couldn't scale it large enough to make it work :(

NellyFurtado
13-10-2005, 04:37 PM
its impossible, a skybox is invented to do exactly that, keeping the same size no matter what distance you are from it.
putting a huge room behind your window would do the trick indeed, but it wont look nice in most cases...

Davis
13-10-2005, 05:38 PM
its ok il manage :P

retarded_mushroom
14-10-2005, 10:08 PM
ummm, hmmm. not quite sure what you mean. Other than not actually using a skybox and just texturing the walls/ceiling with the sky texture I don't think you can do what you want.
I must be missing the point here.

TurboSi
14-10-2005, 10:36 PM
Skyboxes are very odd animals.

The size of the texture won't change but objects in a skybox will show distance. I did a CTF map where each base could spawn many deemers at the other base. To make it interesting I also spawned deemers in the skybox and it's freaking seeing deemers the size of a submarine zooming overhead.
I've also used hidden teleporters to throw unsuspecting players into the skybox and then drop them into a nitrogen zone inside the skybox. Kewl effect if you don't mind the players looking like they are 50 feet tall.

Anywho...the distance perspective of the skybox is determined by the position of the skybox zone icon. You can attach the zone icon to a mover and make it turn, rotate or do other odd things. You could even get a wild hair and attach it to a mover in the map like an elevator and whenever someone uses the elevator the skybox would follow the movement.

FoamyGal
15-10-2005, 02:50 AM
I've also used hidden teleporters to throw unsuspecting players into the skybox and then drop them into a nitrogen zone inside the skybox. Kewl effect if you don't mind the players looking like they are 50 feet tall.

Lol Si!
I have a Scavenger Hunt map named 1on1NoobPimpin (LOL I liked 50 Cent*s song alot...) and the Skybox is an area you can go and get the precious flags. WHen back in the days I tested it with [TrufF]Spike he said "Don*t kill me, I want to take a look around, I never have been in a Skybox before" lol. When you looked up in the map you saw the people in the City (that the skybox is) like a parallel realm, he said "Aha, that*s how you guys build skyboxes..."

Good old times ;)

I just had a Splatter effect idea. If you would teleport people in a high part of the skybox while people in the maps can only see the lower part, and the players die and get torn to chunks, the result would be a blood shower to who ever looks at a fake backdrop place.
Cool... Or using a creature factory for infinite nalis in the skybox, then a trigger set to Pawns and then a crush mover that whacks them within 0.1 seconds and withdraws, letting the gore rain down.
OMG I must build something like that right tomorrow, DM-Realm_of_Torment or DM-SpatteredRed or something.
Imagine you look up and the entire area you see is blur with blood. :o

FoamyGal
15-10-2005, 05:29 AM
Lol it*s done.

http://www.klein-tronje.de/unreal/Downloads/dm-perversion@Nalis!.zip

I think it*s one of the most bizarre maps ever.

Davis
15-10-2005, 01:08 PM
ive decided to take the sheets out of the sky box now and moved them to inside the actual map :)

btw... if people are thinkin i mite be creating a really good map here im not :lol: its a very simple one but im just tryin to learn UED more :P

NellyFurtado
15-10-2005, 06:04 PM
you don't wanna see my first maps 8)
werent much of maps anyway more like test rooms

@faomygal funny map ghehe :D

TurboSi
16-10-2005, 03:08 PM
Davis...don't give up on the skybox yet. You can still somewhat get the effect you want but it really only works for side to side movement. Experiment with building a layered skybox to create the parralax effect. Inside of your skybox cubes add sheet walls with those mountain looking textures. If you keep your windows narrow the effect is really rather good.
Also looks good to have multiple lights in the skybox casting different colors on each side, kinda like sunset. Yellowish on one side fading to Purpleish on the other. Then build your window boxes large enough to place a light inside it that will cast light back into the room. Make the light cast the same color as the sky on that side. Makes for pretty eye candy and also makes it easier for players to orient themselves in the map.
Yes, I like the frame killing eye candy...even my funnels are fully textured and use much dynamic lighting.

Davis
16-10-2005, 05:07 PM
i've got a pretty good skybox with different shades of blue clouds n stuff. i didnt give up (i never do) i thought it was better the way it is now.