I was thinking, why not try to get Jonofport to have moving skyboxes etc? Could be done in layers with a certain transparency set, and speed to move, and direction and which skybox for this moving layer to work, and a number to show which side it to be used on (Water? Clouds?)
45 = being the angle on which to move at
32 = speed
96 = being the transparency
skyboxes/sky1.png = The sky this will be the sky texture it will use the moving layer?
skyboxes/layers/cloudlayer.png = The layer itself...
although, I know nothing on how this could be done, just an idea, since I like the way MORROWIND has moving skies, and would be nice for my TC and I bet others too.
maniac1701 at
in most games a sky box is a seperate part of the level with a portal like camera then when you look at a fake sky in the rest of the level it looks through the portal at a large magnification. (or at least unreal tournament)
to do a skybox in duke3d you would need to have a new sector effector that defines the skybox in the whole area (like underwater) then you could use the train sector effector to make a moveable part. so to do this they would have to design a new sector effector which shouldn't be difficult considering the cameras on the wall do something similar already.
Trance at
hmmm.... could it be done with some kind of modification to the sprite system? Like a bunch of flat-oriented sprites traveling in one direction? Because any notion of a layered movable part in BUILD just sounds awkward to me..... :?
Semicharm at
The newer verison of JonoF's port has skybox support, but it's different than the skybox effect that Unreal uses. Correct me if I'm wrong (I'm sure someone will ;) ), but it looks like JonoF's port uses Ken's cube viewer to display a prerendered skybox.
Trance at
Dynamic skies could definitely be done as a "separate thing", maybe some kind of sector property or part of a level's external skydefs or something. Lie in Q3A where the shaders give the sky information as part of the texture. Something like that?
Usurper at
You should probably know that you can animate skyboxes the old fashioned way: one frame at a time using editart's animation controls. It might not be good for an ever-changing cloudscape, but it should get you rippling water, twinkling stars, and and other minor animations easily enough.
Semicharm at
Well, a sky box effect might be possible once the room-over-room effect gets added in as it could be posible to modify it to change the rendered scale like the Unreal engine does.
TX at
Semicharm said
Well, a sky box effect might be possible once the room-over-room effect gets added in as it could be posible to modify it to change the rendered scale like the Unreal engine does.
Yes, I believe this is indeed possible. This is actually a lot easier to do than ROR itself, as one doesn't have to fuck with hitscan, et cetera. As I understand it, one would simply call drawrooms for a point in your skybox sector, then invalidate the texture of the sky and call drawrooms for the player's view. This is also how ROR works.
maniac1701 at
this sounds like a cool idea but i don't want jonf to add any features until the next version gets released. after that then maybe he might be nice enough to add this feature
Semicharm at
TX said
Yes, I believe this is indeed possible. This is actually a lot easier to do than ROR itself, as one doesn't have to fuck with hitscan, et cetera. As I understand it, one would simply call drawrooms for a point in your skybox sector, then invalidate the texture of the sky and call drawrooms for the player's view. This is also how ROR works.
It'll be simpler, but not that easy. I tried that once when I was working on an idea for implementing ROR and it didn't work quite right. With a bit more work though I probably could get it.
TX at
Semicharm said
TX said
Yes, I believe this is indeed possible. This is actually a lot easier to do than ROR itself, as one doesn't have to fuck with hitscan, et cetera. As I understand it, one would simply call drawrooms for a point in your skybox sector, then invalidate the texture of the sky and call drawrooms for the player's view. This is also how ROR works.
It'll be simpler, but not that easy. I tried that once when I was working on an idea for implementing ROR and it didn't work quite right. With a bit more work though I probably could get it.
What didn't work right? From what Ken said in a thread on 3DR, I was under the understanding that you'd just need to tilesizx[yourpicnum] = 0 and tilesizy[yourpicnum] = 0 to invalidate the texture on map load, then do your first drawrooms and then in the second drawrooms, the null texture wouldn't be drawn. Am I missing something?
Semicharm at
I did it another way. I simply disabled the rendering of parallaxed skies (this was only a test by the way) then did the two drawrooms calls. For some reason it didn't always draw the first call correctly. I'm sure that I just didn't set something right, but then again, I was testing a different model for setting up ROR without have to use an SE in EVERY sector that had to be drawn. I know that it would work, but I never got around to fixing it.
BTW, in build I was able to edit one sector in 3D mode while standing in the other!