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Proper Skybox Behavior?

Posted: Tue Feb 10, 2015 11:29 pm
by KillPixel
The sky isn't blocking visibility of geometry behind it, is this normal?

Code: Select all

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 - -
}
  • [lvlshot]http://www.killpixel.com/safe/skybox.jpg[/lvlshot]

Re: Proper Skybox Behavior?

Posted: Wed Feb 11, 2015 9:28 am
by cityy
Yes, it is, unfortunately..

Re: Proper Skybox Behavior?

Posted: Wed Feb 11, 2015 4:47 pm
by obsidian
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.

Re: Proper Skybox Behavior?

Posted: Thu Feb 12, 2015 2:45 am
by KillPixel
Kind of a surprising limitation, bummer.

Re: Proper Skybox Behavior?

Posted: Thu Feb 12, 2015 10:20 am
by cityy
It gets even better when you try to work out vis and the geometry beyond the skybox starts flickering depending on the player position.

Re: Proper Skybox Behavior?

Posted: Thu Feb 12, 2015 11:43 am
by dONKEY
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.

Re: Proper Skybox Behavior?

Posted: Thu Feb 12, 2015 4:48 pm
by AEon
Nice reminder of how to cope with with this issue dONKEY.

Re: Proper Skybox Behavior?

Posted: Thu Feb 12, 2015 6:19 pm
by cityy
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.