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Skybox help


Skybox help

Postby Matt Keys » Jun 30, 2001 @ 2:55am

Well I am working on the dreaded skybox issue with making Quake maps. I could use all the help I can get. I know Randall has a few tricks up his sleeves and I am about to check out both Diego and randall's outdoor maps to see if thats any help.
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Re: Skybox help

Postby Matt Keys » Jun 30, 2001 @ 3:15am

Kustok was helpful, I like how you made the texture "see through" in some areas to look like the sky behind it. I am thinking of doing something along those lines with my map except with a steal fence with vines and such growing up on the lower section.
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Re: Skybox help

Postby randall » Jun 30, 2001 @ 12:20pm

There are a couple drawbacks to that method.<br><br>It doesn't look good if you use an animated sky, and if you view it in glQuake there is a definate line between the sky and trees.
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Re: Skybox help

Postby Matt Keys » Jun 30, 2001 @ 4:04pm

hmm so I guess I will have to stay away from the animated sky approach, ah well they have to many clouds anyways.
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Re: Skybox help

Postby Matt Keys » Jun 30, 2001 @ 4:06pm

How do you use just one light source? I tried making one light in a corner to immitate the sun, I set it at 2000 light and some areas were pitch black and some were bright white. :)
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Re: Skybox help

Postby randall » Jun 30, 2001 @ 5:06pm

Use arghlite as the light compiler. You can set the wait (fade distance) to a low number like 0.15 and the light will shine farther. It won't be necessary to set the brightness as high either. Around 400 should be fine (depends on the map).<br><br>To get rid of the dark shadows, use ambient lighting. Set it low at first- around 25. Once you get the other lighting figured out you can bump this number up a bit. I never go above 75 though... usually 50 is fine.
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