skybox trouble

Discussion in 'Mapping Questions & Discussion' started by Novak, Jul 9, 2012.

  1. Novak

    Novak L1: Registered

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    i explain through images
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    could someone explain what I'm doing wrong?
    p.s. sorry for the sizes
     
  2. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    You should only have one Sky_camera, in your 3D skybox. The 3D skybox is displayed around the map, by matching that point to the origin of the map, the point with co-ordinates 0.0.0
     
  3. Novak

    Novak L1: Registered

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    thank you for the reply but unfortunately I'm still not seeing whats in the skybox
     
  4. Bermuda Cake

    Bermuda Cake L9: Fashionable Member

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    Have you looked in TF2?
     
  5. Novak

    Novak L1: Registered

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    ive only tested via run map
     
  6. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    ok here's something else that may help

    hide everything then build skybox - make sure it's 0 0 0 fro the camera select all shift drag - then scale the new to 0.625 or 0.0625 one of those - make sure the textures inside the new shruken box are the same scale then go back and delete the original group new skybox in case you have to move it around after you unhide you map - problem should be solved
     
  7. TehStoneMan

    TehStoneMan L1: Registered

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    The sky camera entity (there can only be once, placed in the skybox itself) represents the center of the map. You can say that it is the view of the skybox as seen from the co-ordantes of < 0, 0, 0>.

    One way of making a sky box that is coreccly aligned with your map is to place a skybox camera at the < 0, 0, 0> point of your map, select everything and copy it to an enpty space on your map, scale it down to 0.0625 (1/16) (use CTRL-M, and set the scale parameters), makeing sure you have set it to scale textures with geometry, and then delete the original skybox camera that is atill at < 0, 0, 0>

    That will leave you with a reference copy of the map that you can build the skybox around, deleting all entites and brushwork that are not needed in the skybx.

    Hope that helps.

    (also, makesure you are using the right skybox texture, otherwise you will only be seeing the 2d skybox background, and not your 3d built skybox)
     
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  8. tyler

    aa tyler snail prince, master of a ruined tower

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    Just a note here: the sky_camera doesn't always align at 0,0,0. You can't just plop one in your 3D skybox and hope it lines up. The sky_camera generates a 3D skybox relative to wherever it is in your 3D skybox area in relation to your map. I know that sounds confusing, but it basically means that you need to take some displacements or other major geometry and scale them down with the sky_camera or else everything will be out of whack. 0,0,0 just happens to be the easiest point for most people to use, but if your map is centered somewhere else I recommend just using that spot.