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Re: Sky Cube - Do you need a Sky Box in WED [Re: ShadowFire] #19741
11/26/03 08:54
11/26/03 08:54
Joined: Nov 2003
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Wade_Adams Offline
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Wade_Adams  Offline
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Joined: Nov 2003
Posts: 1,257



Optimism is an occupational hazard of programming: feedback is the treament.
Kent Beck
Re: Sky Cube - Do you need a Sky Box in WED [Re: Wade_Adams] #19742
11/27/03 23:44
11/27/03 23:44
Joined: Sep 2003
Posts: 4,959
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Grimber Offline
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Grimber  Offline
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Joined: Sep 2003
Posts: 4,959
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Quote:

WildCat lost me. How would implement a sky cube that centers on the player? You can't assign an action to a group of block such as a hollow cube. Sounds like an interesting concept though . I hate large sky boxes and it seems like if the sky box closes the area it would keep the FPS in good condition which can be difficult on an outside level.




normaly you would do this with a sky sphere which is a model.

through script you have it center itself to the player and as the player moves the sphere moves ( just a matter of changing the the sphere's x/y/z location to match the player's x/y/z) works well for outdoor areas especial ones that are large or you don't want to have to deal with masking the horizon sky distortion.

another method ( i don't think anyone mentioned it) is using sky domes.

I use this method so i can create dynamic skys. ( changing cloud density to reflect weather patterns, moveing clouds across the sky at varius speeds and directions, easy to simulate day/night transitions) problem with domes is the horizon distortion which you need to hide ( by methods like the horizon scene, or making your terrains with high elevation borders)

so you got several sky options available.

skybox ( hollow cube palced in wed)

skycube ( the scripted 6 sided box)

skysphere ( a modeled sphere that incloses the level or player)
( i have a tutorail in the works on working with sky domes, donno when ill get it done with 5 other things im working on as well)

skydomes ( infinet size layer(s) domes over your level map )

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