Have a 2d skybox without clouds. Then in the 3d skybox ensure its scaled properly and add the layer of clouds high in the skybox. (note though, it requires a large skybox to get a decent effect). Then above that layer put the particle effect. You can even make the clouds move with that.
If im right in de_tides in css used to have moving clouds so that might be worthy to look at.
Yeah, I remember something like a cloud sphere over the map.
Hmmm. Could work, although we need a TF2 specific one that can support a skybox the size of Badwater or Granary . But the aurora particle needs some tweaking anyway to become at least 4x the size. Right now it's super tiny.
But then again, gotta watch dem fps. TF2's engine is not the same as CS:GO's engine (I know at least some maps that use the cloud sphere) so it all comes down to engine support of real-time "clouds" and the particles behind that.
Now that I think of it, doesn't Astroid have a star dome above it that's dynamic?
EDIT yes. Yes it does. We could use that as a basis.
EDIT 2 I got a closer look at how a star twinkles. It's a stationary square that has an animated greyscale texture scrolling on it that makes it appear brighter and darker depending on the texture. We could do the same with some stationary clouds changing shape. Or indeed moving clouds.
Man I'm stoked about this idea. Unfortunately I can't texture/edit particles for shit, so I can't help a lot with it. But we need it.
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