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horizon effects

Posted: Fri Feb 29, 2008 12:49 am
by ViPER
As far as I can tell - the buildings in the horizon are on the skybox (that is they appear beyond the edge of the skybox and can not be reached by spectator) They are 3dimensional and include fire and smoke animation.

how to do this?

Image

Posted: Fri Feb 29, 2008 12:02 pm
by Devil_Dog
Maybe it's like wacko's torches. Cycles thru 2 or more textures to get the movement affect of fire and smoke?

Posted: Fri Feb 29, 2008 3:48 pm
by hogleg
Devil_Dog wrote:Maybe it's like wacko's torches. Cycles thru 2 or more textures to get the movement affect of fire and smoke?
If thats the case then you could create the illusion of night and day, have lets say 8 day skys to cycle slowly then 8 night skys to cycle giving the illusion of time passing.

I tried this awhile back but was unable to do it :cry:

Posted: Fri Feb 29, 2008 5:13 pm
by bdbodger
I dug up a map sample done by JV I still had . I redid it it shows how to do a skyportal for the effect you are looking for . The grass and trees in this map are not even in the same skybox as the player only the darker ground and as you say you can run toward the fire but will never reach it .

Image

PortalSky.pk3

Posted: Fri Feb 29, 2008 5:49 pm
by PKM
bd, this would be great for my modern maps . ie. to have an 'eternal' urban skyline to backdrop against the actual buildings in the map . i believe caskami's did this , in one way, for their megapole skybox . the problem i always have when attempting to throw a urban skyline on skybox texures is they alway are blurred and way disproportionate .

Posted: Fri Feb 29, 2008 6:21 pm
by bdbodger
This works pretty good . What ever the script_skyorigin brush sees is projected on to the sky_portal textured brushes . So the box with the script_skyorigin can be small and will be the size of what ever it is projected onto sort of like a holladeck on star trek . The pk3 has the .map file in it .

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Posted: Fri Feb 29, 2008 7:13 pm
by ViPER
Very cool, Thanks

Posted: Fri Feb 29, 2008 7:33 pm
by PKM
i smell a new bd tut ?

Posted: Fri Feb 29, 2008 10:52 pm
by Devil_Dog
If thats the case then you could create the illusion of night and day, have lets say 8 day skys to cycle slowly then 8 night skys to cycle giving the illusion of time passing.
Is there a way to set a certain texture to run at a certain time of day? The server has a clock correct? So at 05:00 it shows sunrise 12:00 noon, ect.
Then it would have the feel of being real time.

BTW: If that tut gets written I will definetly read it, again and again. (I wont understand it, but I'll read it...lol)

\/ Awsome, thanks bd \/

Posted: Sat Mar 01, 2008 5:34 am
by bdbodger
Ok here is your tutorial

/forum/viewtopic.php?p=102084#102084