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Topic Starter Topic: Proper Skybox Behavior?

Trainee
Trainee
Joined: 22 Jun 2014
Posts: 49
PostPosted: 02-10-2015 03:29 PM           Profile Send private message  E-mail  Edit post Reply with quote


The sky isn't blocking visibility of geometry behind it, is this normal?

Code:
textures/wtest1/devsky
{
   qer_editorimage textures/wtest1/devsky
      
   surfaceparm noimpact
   surfaceparm nolightmap

   q3map_sunExt 1 1 1 300 45 60 3 16
   q3map_lightmapFilterRadius 0 8
   q3map_skylight 100 3

   skyparms textures/sky/desertsky - -
}




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Last edited by AEon on 02-11-2015 09:36 AM, edited 1 time in total.Reason: lvlshot'ed the image

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surfaceparm nomarks
surfaceparm nomarks
Joined: 10 Aug 2009
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PostPosted: 02-11-2015 01:28 AM           Profile Send private message  E-mail  Edit post Reply with quote


Yes, it is, unfortunately..



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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
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PostPosted: 02-11-2015 08:47 AM           Profile Send private message  E-mail  Edit post Reply with quote


In real life, you'd be able to see a structure that stands up higher than the room you're in. Skyboxes are designed to simulate that.



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Trainee
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PostPosted: 02-11-2015 06:45 PM           Profile Send private message  E-mail  Edit post Reply with quote


Kind of a surprising limitation, bummer.



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surfaceparm nomarks
surfaceparm nomarks
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PostPosted: 02-12-2015 02:20 AM           Profile Send private message  E-mail  Edit post Reply with quote


It gets even better when you try to work out vis and the geometry beyond the skybox starts flickering depending on the player position.



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The Afflicted
The Afflicted
Joined: 14 Oct 2001
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PostPosted: 02-12-2015 03:43 AM           Profile Send private message  E-mail  Edit post Reply with quote


There are three common solutions.
You either make the second room deliberately visible form the out side and extend the sky box around that geometry as well,
or make vis your bitch so the offending geometry cuts culled, a simple right angle passage between the two rooms would help, for example, rather than the straight line of sight.
or add details higher up in the lower area that block the player from being able to see the unwanted geometry. Quite often this last approach can lead to interesting details in your maps. You can let your imagination fly because these details never interfere with play.




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Boink!
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Joined: 19 Apr 2003
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PostPosted: 02-12-2015 08:48 AM           Profile Send private message  E-mail  Edit post Reply with quote


Nice reminder of how to cope with with this issue dONKEY.




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surfaceparm nomarks
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Joined: 10 Aug 2009
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PostPosted: 02-12-2015 10:19 AM           Profile Send private message  E-mail  Edit post Reply with quote


dONKEY wrote:
There are three common solutions.
or add details higher up in the lower area that block the player from being able to see the unwanted geometry. Quite often this last approach can lead to interesting details in your maps. You can let your imagination fly because these details never interfere with play.


This is the approach I like the most. Most detail in my maps is in the ceillings.. it's kind of controversal because it's practically invisible most of the time but tends to work best with quake gameplay, as dONKEY says.



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