Sky problem

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Survivor
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Sky problem

Post by Survivor »

I'm working on the towermap and there's this problem with the sky. Looking from the ground there are no problems but when you go above the place where the sky is placed it goes bad. I guess it's an engine problem and the only thing I can think of is a stationary skybox. Or is there another way?

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bork[e]
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Post by bork[e] »

To make this easy on us both (I can't explain in detial :P ) You can't use that texture if the player is going to get that high. If you do use it, you must cover the HOM (Hall of Mirrors) effect you are getting there.

Hit up google, here, and map-center for threads or articles about HOM, let some of those actually explain why it happens... ;)
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Survivor
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Post by Survivor »

I'll go check it out
obsidian
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Post by obsidian »

Quake 3 does not draw the bottom of the sky hemisphere so what you're seeing it the "Hall of Mirrors" (HOM) effect.

Yes, you will have to use a skybox or other method of hacking around the problem. You could try a portal sky as well as some of the clever sky blending tricks that allows you to mix skyboxes with scrolling clouds. Both ydnar and rgoer had some good example of those that you can find (think ydnar had a sample map called "1337" or just "leet").
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
obsidian
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Post by obsidian »

[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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Survivor
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Post by Survivor »

obsidian wrote:Phear.
Ah, nice. Trying it out now and maybe i'll do one myself later.
^misantropia^
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Post by ^misantropia^ »

obsidian wrote:Quake 3 does not draw the bottom of the sky hemisphere so what you're seeing it the "Hall of Mirrors" (HOM) effect.
Actually, it does, but only if the skybox has a texture assigned to it's bottom part.
obsidian
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Post by obsidian »

A skybox and a sky cloud shader are two very different things. As mentioned above, we already know that the static skybox will work, but not with animated clouds. So a work around is required blending the two methods, as illustrated in the link above.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
^misantropia^
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Post by ^misantropia^ »

Misread it, my bad (late-night posting).
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Survivor
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Post by Survivor »

Had to add a light value myself to have it emit some light but for the rest, excellent.
Obsidian and ydnar thanks. And borke i know why it happens just not how i could solve it.
If you want to see how the towermap's progressing just pm me with your e-mail addy and i will send you the .pk3
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Post by Survivor »

Nah, just fixing some stuff that bugged me. Maybe some more but not another tower attempt for a while.
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