A difficult question about '_skybox' entities.

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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leo9949
Posts: 5
Joined: Thu Dec 03, 2015 1:15 pm

A difficult question about '_skybox' entities.

Post by leo9949 »

Hi!

I'm trying to make a map with two completely separate areas (Box B& box C), both of which have the same skybox, but one of them additionally displaying a _skybox backdrop (from a 128x128x128 small area, BOX A).

Is it possible to setup a _skybox entity in a way that it only targets and displays things in the second area (BOX C) of my map?

What I'm specifically trying to do is create a kind of seamless horizon, extending the 'ocean' view from any viewpoint in the second area of my map.

Here's a (poorly drafted) layout of what I'm trying to do:
Image

If anyone has any tips or a better idea on how to make a horizon with water seem endless (seamless), I would greatly appreciate it!

I've looked at the q3map2 code with a keyword '_skybox', and it seems it's impossible to make it affect only one skybox.
Perhaps I could recompile the q3map2 code with a slightly modified _skybox functionality..
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Theftbot
Posts: 483
Joined: Thu Oct 08, 2009 4:03 am

Re: A difficult question about '_skybox' entities.

Post by Theftbot »

trigger and triggerable shaders
dONKEY
Posts: 566
Joined: Mon Oct 15, 2001 7:00 am

Re: A difficult question about '_skybox' entities.

Post by dONKEY »

Yeah, I did it here:
[lvlshot]http://www.leveldk.co.uk/dk_mc/mc_6.jpg[/lvlshot]
A map I still haven't finished.

The water uses alpha fade shader and brushes, and the backdrop (the limestone island bit) uses an alpha channel and is projected using the _skybox entity.
Last edited by AEon on Wed Jan 06, 2016 7:46 pm, edited 1 time in total.
Reason: lvlshot'ted the image.
phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Re: A difficult question about '_skybox' entities.

Post by phantazm11 »

That really is gorgeous dONKEY.
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