• Daytime/Night Script Using Env_Sun
    42 replies, posted
I couldnt decide wether this should go under mapping or LUA but my problem resids with the mapping portion: Im currently trying to use [url]http://www.garrysmod.org/downloads/?a=view&id=75912[/url] on a map im editing; Ive got the light_env added and the Env_sun, the only problem is.. the sun moves around the map as it is suppose to but the lighting does not change. I dont think the map im editing is using HDR lighting.
Its an old script. Look at the example map that its got.
[QUOTE=Firegod522;23919191]Its an old script. Look at the example map that its got.[/QUOTE] I did; I tried to decompile it so i could figure out what I needed to do but its protected =/ Any Suggestions?
[url]http://www.facepunch.com/showpost.php?p=6592832&postcount=370[/url]
[QUOTE=Firegod522;23919445][url]http://www.facepunch.com/showpost.php?p=6592832&postcount=370[/url][/QUOTE] Uh could you try to explain if you woul, what he means by: "Firstly create 4 sides in a func_brush surrounding the inside of the skybox"
Make 4 sided func_brushes on the inside of your skybox. So you have a func_brush in front of each skybox brush.
So I need to pretty much trace over the sky box with func_brush?
Yes.
How do I create a 4 sided brush; Sorry for the noobish question =/
it's a block
Alright I figured it out thanks to the above posts but now, Ive got another problem. I can see the outline of the func_brushes i created in front og the skybox. The sun lighting is working GREAT now but the being able to see the outlines of the boxes is pretty annoying Also, instead of tracing all the skybox textuers could i just make 1 big box in the sky?
No. You should do this in the 3D skybox.
How would i recrate this in a 3d Skybox? Using a sky camera, if so how?
Make an empty box in the sky which is 16 times smaller than the map and place the func_brushes on those.
Ill try that; Atm i tried this... I replaced th 2d skybox with the sky_fake_white texture and created 1 big Cube sky box around the map.. will it work? Compiling atm
No.
[url]http://www.youtube.com/watch?v=cNz5y1o61pA[/url] 3D Skybox tut, not mine.
Uh The way I did appears to work,by replacing the skybox with sky_fake_White and creating on giant hollow cube around the map and texturing it with tools/toolsskybox; thanks for all the help though =)
Ugh don't do that! Hollowing a cube around your map isn't going to make your map better, it makes it worse.
[QUOTE=Firegod522;23925781]Ugh don't do that! Hollowing a cube around your map isn't going to make your map better, it makes it worse.[/QUOTE] I tried the 3d sky box like you said but... my map is roughtly the size of Evocty_v2 sooo would that like double the map size (Metabytes wise)??
No. You can scale the 3D skybox to be 32 times as small, even 64 with the sky_camera
Alright; Last question can skipping the VVIS process while compiling lead to: Too many vertex format changes in frame, whole world not rendered
Weeeellll let's see vvis controls what's visible and what's not in your map so not running it will make you see everything. So you should compile on Normal. If vvis takes to long look into this. [url]Http://Optimization.interlopers.net[/url]
Protip: Never release a map unless it's run through VVIS on full.
Um, well I understand how the whole sky_camera works but, how would I combine the sky_camera with the above method o fmaking the map day/night script compatible?
Make a normal 3D skybox and put the func_brushes in it.
ok... I Drew a box around my map then copied it over away from it and added skybox texture to it and scaled it down 16 times. I placed a syk_cmaera in side it then around the edges of the skybox i created i placed the func_brushes.... and i ran the map and now its pitch black dark =/ execpt the sky which is normal (Blue with cloubs completely visable)
Please post a compile log in [noparse][code][/code][/noparse] tags.
I think I found the problem, if Ive got a skycam located off the map I can either... deleted my 2d sky box or i can just surround the sky_camera in func_brushes without enclosing it in a skybox textured 16th scale box. In other words i just need a 1/16 scale func brush box of my map
You might already know these, but three highly important things to watch out for with making 3D skyboxes, is 1) never have a brush over the map, 2) do not place the sky_camera inside a brush or it will refuse to compile, and last but not least 3) always have the 3D skybox sealed from the void. Not extremely important, but handy, is that to match texture scale (assuming map textures are .25 x .25) textures in the 3D skybox need to be .015625
Sorry, you need to Log In to post a reply to this thread.