Changing the sky box

Oct 6, 2008
1,947
445
Ok,

Am thinking of trying some skybox trickery...

I want to put in some lights that will fade out slowly, when level gets to X - I want lights to come on in my map.

I was thinking I could also change the sky texture by having it on a moving platform.

Issue, when I'm doing the compile, will rad detect both the daylight and the night settings?

It might not matter as I'm currently toying around with another mpl style game mode map based on hooddo as my inspiration but it's another one of my space station maps.
 

Narpas

Takes way to long to make and update maps
aa
Jun 11, 2015
433
436
I'm pretty sure you can't change the sky texture, although you might be able to create an animated sky texture or something. Probably not, but it's worth a try.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
You can't have a skybox whose material proxies are controlled by inputs — so you might be able to have animation, but only on a continuous loop. And you can have multiple light_environment entities and set the map to toggle between them, but you can't cross fade, according to Freyja. So probably nothing you want to do is possible.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
For changing skybox texture, could cheat and put the texture on a (most likely, half a) sphere in 3d sky, and then switch between the spheres. Better do that with models imo, because getting a clean empty sphere with brushes is painful, and displacements are unusable for we need to hide and show the spheres; models allow for waaay better texturing.
 

MaccyF

Notoriously Unreliable
aa
Mar 27, 2015
914
1,544
For changing skybox texture, could cheat and put the texture on a (most likely, half a) sphere in 3d sky, and then switch between the spheres. Better do that with models imo, because getting a clean empty sphere with brushes is painful, and displacements are unusable for we need to hide and show the spheres; models allow for waaay better texturing.

that would probably work if you disabled the models shadows and had the material as UnlitGeneric
 

henke37

aa
Sep 23, 2011
2,075
515
Spheres are overrated. Just do a box and predistort the textures accordingly.
 
Oct 6, 2008
1,947
445
Ok, been busy at work - haven't had time to do an update on this until now.

I have 3 boxes linked via hallways, when you walk point A>B you hit a trigger. The Trigger enables a brush in the sybox, those brushes have a different sky texture on them, so I can effectively change the map from day to night byt adjusting the lights and the sky texture :)
 

Empyre

L6: Sharp Member
Feb 8, 2011
309
187
Ok, been busy at work - haven't had time to do an update on this until now.

I have 3 boxes linked via hallways, when you walk point A>B you hit a trigger. The Trigger enables a brush in the skybox, those brushes have a different sky texture on them, so I can effectively change the map from day to night by adjusting the lights and the sky texture :)
That sounds like it would work brilliantly in a single-player game, but in a multiplayer game, like TF2, the players in other boxes would have their sky change, too, when one player triggered the change.
It looks like you want part of the map be day and part of it be night. You might be able to do that with 2D sky in one area and 3D sky in the other area, with a 3D skybox with the other sky texture. You would need to use lots of lights in the day area to make it look like daylight.
If you want to same area to change from day to night, the sudden change is going to look weird to players.
If I misinterpreted what you are trying to do, then never mind!
 
Oct 6, 2008
1,947
445
I was thinking of doing it for round changes :)