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View Full Version : About 3D Skyboxes.... (?)


DrPepperCan
09-26-2009, 06:23 PM
Can someone just clarify to me whether a 3D Skybox is done in a separate file, or is it part of the map file?

I am trying to follow the instructions given in this page (http://developer.valvesoftware.com/wiki/3D_Skybox#Construction_of_3D_skyboxes), and it seems to me that in this example the 3D Skybox is actually done "out of the original map file", to end up with a second file. Is this correct? Or I'm to make the 3D Skybox inside the original map file?
As you can see I'm quite confused :confused:

Thanks in advance guys,

DPC

megawac
09-26-2009, 07:26 PM
Its another area thats in the void. You basically make a map outside your map. Video Tutorial... (http://www.youtube.com/watch?v=ObtDnPlX30I)

catman221
09-28-2009, 08:13 AM
Yeah, so you have your level. Brushes, Environment, Props. Then you have a 2D skybox around that level.

Next, you build another 2D skybox, a ways away from your level (but still in the same file) Then, you place a sky_camera in the middle of that second skybox (which is hollowed out) Once you've done so, place props in that second skybox however you want. (But its best to place props that start with "skybox" in the World Model window, because they will be magnified in game X15)

Hopefully that works out, if its too confusing just watch the video tutorial :D

zapwizard
09-28-2009, 02:49 PM
Another neat trick with 3D Skyboxes.
You don't have to scale them down until later in your editing process.
This makes editing the Skybox MUCH easier as you aren't working on tiny scales.

Simply set the skybox scale to 1, copy the brush work you want over to your new location and work on it there.
Then you can test your changes as needed in-game without worrying about working on the tiny 1/32 or 1/16 scale.

When your ready to finish up scale the skybox down and set your scale in the control object.

PyROZen
09-28-2009, 07:26 PM
Another neat trick with 3D Skyboxes.
You don't have to scale them down until later in your editing process.
This makes editing the Skybox MUCH easier as you aren't working on tiny scales.

Simply set the skybox scale to 1, copy the brush work you want over to your new location and work on it there.
Then you can test your changes as needed in-game without worrying about working on the tiny 1/32 or 1/16 scale.

When your ready to finish up scale the skybox down and set your scale in the control object.

that's a really good tip you dont hear often enough. Also, keep your fullsize 3dskybox in different VISgroup, so you can disable it while your not working on it. I find that to be the best way since oyu can still mend your displacements when your final map is finished to close any small gaps with your "real" map, then downsize it and copy it when your finished. It also makes it easy to incorporate roofs into your 3d skybox(thus lowering your skybox), which is Uberoptimized and cuts donw vastly on compile times. A combination of both methods sounds like perfection.

lee

DrPepperCan
09-29-2009, 08:30 AM
These are excellent responses! Thanks a bunch to all! :)

DPC