Animations, 3d skybox, wheee!

BrokenTripod

L5: Dapper Member
May 11, 2009
248
65
So I figured I should ask first before putting a bunch of effort into thinking about how parts of my map would work:

I just checked the models used in the badwater explosion and they're all 1:1 scale, so I was wondering if putting animations in the 3dskybox would require additional work for people's computers while playing the map? (I'm not 100% certain how the 3d skybox makes things 16x larger, which is why I ask)

The animation would be around 10 seconds and would only play at the end of a round.

Uh, thanks for any help/assistance.
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
Yeah, the camera just scales it up 16 times.

BUT, skybox stuff is always rendered BEHIND world geometry. So it would work fine for something like fireworks, but wouldn't be seen if it was a pit explosion like that the end of a pl map.
(Or you might see some of it if inside the pit is skybox tex, but you'll probably get weird overlap and clipping)
 

Vig

L2: Junior Member
Feb 14, 2009
60
120
The problem I think you'll run into is that the skybox requires objects to be created at the 1:16 scale. You can't put models in the skybox that are 1:1 without them being enormous and 16x bigger than everything else in the skybox.

There are special tiny props normally tagged with "skybox" that are 16x smaller.
 

BrokenTripod

L5: Dapper Member
May 11, 2009
248
65
Yeah, I'm not planning on using the pit explosion at the end of PL maps. The idea is to create the illusion of a level that moves (seen through windows in the stage before) when an area is captured. The world geometry that the skybox overlaps would not be rendered, so I shouldn't have a problem with the 3dskybox rendering over the world geometry.

Thanks everyone for the help! (This can be closed now)