How would you create a 3D skybox for this?

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
I've attempted to create a 3D skybox for Nightfall but unfortunately I'm having trouble getting everything to work properly. Here's an overview.

top.jpg


From top to bottom; Stage 3, Stage 2 and Stage 1.

How would you create a 3D skybox for this?

I've created huge nodraw brushes over each stage to use as reference then scaled them down along with my sky_camera. Using the reference geometry, I then created a series of brushes with toolsskybox. The problem is that the skybox ends up being too small in every stage except then one where I placed the sky_camera for reference and this causes the HOM effect.

Halp. :\
 

Languid

L5: Dapper Member
Oct 9, 2009
240
256
For all 3 stages build the reference geometry , shrink it all down by 0.065 on x y and z, then put it in one big skybox textured box.

Make sure that the 3d camera is at 0 0 0 when you select everything to scale it down, and if the problem is still going on, load up an SDK example with completely separated stages like goldrush or pipeline to see if you have to do things differently for multiple stage maps
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
Can you provide a screen of what the skybox you tried looks like?
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
To learn this i looked at a decompiled well you put skybox walls where you want and a sky_camera in the centtre of it and put what you want in it and it'll look huge just try to get it in good postion
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Wherever you put the sky_camera in your skybox, that point will represent the origin in the actual map.
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
...pipeline to see if you have to do things differently for multiple stage maps

Pipeline is one single skybox with props along the edges of where 2 stages meet with each other. I can't do this with my map because I want to use the alpine skycards that only render from 1 side.

Here's the actual 3D skybox.

skybox-2.jpg


And here's a comparison between the 3D skybox and my reference brushes. They are larger then the stages so that I can move the tree cards further back otherwise having them so close to each other would break the illusion of depth.

skybox-3.jpg


This gives me this...

skybox-1.jpg
 
Feb 14, 2008
1,051
931
It gives you... a new kind of game menu integration? :)
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
I've figured it out. You can still block visibility within the 3D skybox using brushes but there has to be a 1 unit gap at any point so that the sky_camera can see into the other areas. There wasn't a gap before so only the 3D skybox for Stage 2 was being rendered because that is at the same origin as the sky_camera.