Fade Distances in 3D Skybox

NoodleCollie

Stoat fiend
aa
Jul 30, 2009
383
335
I may need to create an effect of a rocket launching at the end of a round. If I set fade distances on the rocket's prop_dynamic in the 3D skybox, how will these distances affect where the rockets is visible from in-game? I'd ideally want to have it fade out as it goes further up into the sky (as opposed to being killed at the top of it's path, which would look bad), but seeing as the 3D skybox is 1/16 scale and already a fair distance from the main map, would fade distances be fixed up for 3D skybox uses?
 

Jakkarra

L4: Comfortable Member
Aug 26, 2009
167
36
You could just have it rise into some cloud props?
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
This is something I've always wondered. Either the fade distance is based on the player's position relative to the prop in the 3D skybox OR the fade distance is based on the prop's distance relative to the sky_camera. I think you should just make a test map and do a bit of research yourself.
 

NoodleCollie

Stoat fiend
aa
Jul 30, 2009
383
335
I don't know how it would distinguish between the two, unless the 3D skybox visleaf gets marked as such and this affects how the fade distances are calculated. I might do some testing to find out.