• About the skybox ??
    22 replies, posted
It is possbiel to make in hammer the skybox to change the texture every 20 minute . Example-If now its day on the map over 20 min it will be night . PS:SRY IF IT THE WRONG SECTION AND FOR MY BAD ENGLISH AND IF I DON'T EXPLAIN VERY GOOD.
It would probably be done in LUA.
A very slow animated texture maybe.
How would the lighting change though?
You can probably do it by not using the classic 2D skybox system but by having a huge "dome" model in the 3D skybox that has several skins — then fade between them. That's how I would see it done personally
[QUOTE=Max of S2D;27257702]You can probably do it by not using the classic 2D skybox system but by having a huge "dome" model in the 3D skybox that has several skins — then fade between them. That's how I would see it done personally[/QUOTE] Once again, lighting... I remember a while back some guy in the LUA section managed to do it...was really nice actually.
If this is about lua , can you give me community who know how to make this in PM or here.
With lighting, you can give your light_environment a name. You can then change it to a different brightness from 'a' (off basically) to 'z' (full brightness). This is how I've done it in one of my maps.
[QUOTE=R@Rdeathmatch;27258349]If this is about lua , can you give me community who know how to make this in PM or here.[/QUOTE] Go here: [url]http://www.facepunch.com/forums/65-LUA-Scripting[/url]
[QUOTE=Agent Cobra;27258416]With lighting, you can give your light_environment a name. You can then change it to a different brightness from 'a' (off basically) to 'z' (full brightness). This is how I've done it in one of my maps.[/QUOTE] and then the shadows will not match the light :colbert:
[QUOTE=sphinxa279;27258670]and then the shadows will not match the light :colbert:[/QUOTE] Depends on if you want to use 24 different skyboxes and 24 different light_environments. Or 86400 different light_environments if you want it to change per second :smug:
hey like in perp_sierracity , how he make there !
[QUOTE=Agent Cobra;27263299]Depends on if you want to use 24 different skyboxes and 24 different light_environments. Or 86400 different light_environments if you want it to change per second :smug:[/QUOTE] whoa wow 86400! i think basic morning, noon, evening, night and repeat
[QUOTE=Agent Cobra;27263299]Depends on if you want to use 24 different skyboxes and 24 different light_environments. Or 86400 different light_environments if you want it to change per second :smug:[/QUOTE] I feel the urge to do this....
I think I heard something about using colour correction to do this. No idea how it would be done though.
[QUOTE=BioResearch;27282848]I feel the urge to do this....[/QUOTE] Vrad only compiles 1 light_environment.
[QUOTE=Firegod522;27283323]Vrad only compiles 1 light_environment.[/QUOTE] thank god.
[QUOTE=Firegod522;27283323]Vrad only compiles 1 light_environment.[/QUOTE] Yeah I was thinking about colour correction, instead of light_environments.
[QUOTE=BioResearch;27330251]Yeah I was thinking about colour correction, instead of light_environments.[/QUOTE] That would also effect inside, you would need stencils and LUA to do this properly. (because suddenly its late all lights dim in unison?)
[QUOTE=glitchvid;27332095]That would also effect inside, you would need stencils and LUA to do this properly. (because suddenly its late all lights dim in unison?)[/QUOTE] meh can be done with the O/I system and light_environments that don't cover the map.
[QUOTE=BioResearch;27332196]meh can be done with the O/I system and light_environments that don't cover the map.[/QUOTE] Hackishly.
[QUOTE=glitchvid;27334482]Hackishly.[/QUOTE] No, it can be done quite well quite easily.
[QUOTE=HiddenMyst;27399547]No, it can be done quite well quite easily.[/QUOTE] I have done it before with the input/output system and changing the brightness of lights from "A" to "Z", and I noticed that it only worked well with maps that had very few "outdoor" brush faces. With a big, complex RP map with a day/night sequence, I noticed that it causes a BIG framerate lag when you have every single outdoor lightmap in the map change in brightness simultaneously. For example, from a to b, then b to c, then c to d, and so on. Each transition causes about 0.5 second lag on average RP maps. However, it looks quite nice...
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