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sky cube+sky cylinder vs clipping (w/screenshots) #65855
03/08/06 17:59
03/08/06 17:59
Joined: May 2005
Posts: 338
Brasil
Filipe Offline OP
Senior Member
Filipe  Offline OP
Senior Member

Joined: May 2005
Posts: 338
Brasil
Hi,

i'm having a very serious problem trying to use a sky cube along with a horizon image, when blocks are clipped...
the sky cube is rendered over the blocks, but the sky cylinder isn't, it's like a hole in the horizon image...
here are some screen shots of the problem:


sky cube, horizon and wooden box


the problem


box properly clipped

this test level is very simple, just a floor, a sky box and a wooden box.
the code is also very simple, here's all of it:

Code:

// sky_test.wdl

String level_str = <sky_test.wmb>;

function main()
{
level_load(level_str);
wait(3);
camera.clip_far = 500;
}

sky my_sky_cube
{
type = <sky_nice+6.bmp>;
layer = 1;
flags = cube, visible;
}

sky horizon_sky {
type = <city_horizon.pcx>;
view = camera;
tilt = -5;
scale_x = 0.2;
flags = cylinder,overlay,visible;
layer = 2;
}



does anyone knows what is causing this? how can i make the horizon show above the sky cube when there are unclipped box behind the sky cube?
any help is appreciated.


thanks,
Filipe

Re: sky cube+sky cylinder vs clipping (w/screensho [Re: Filipe] #65856
03/08/06 19:38
03/08/06 19:38
Joined: Feb 2006
Posts: 20
F
ffigueiredo Offline
Newbie
ffigueiredo  Offline
Newbie
F

Joined: Feb 2006
Posts: 20
Try to adjust the fog so you do not see this effect... Or mix the two textures in one and use it in the sky box.

Re: sky cube+sky cylinder vs clipping (w/screensho [Re: ffigueiredo] #65857
03/08/06 19:54
03/08/06 19:54
Joined: May 2005
Posts: 338
Brasil
Filipe Offline OP
Senior Member
Filipe  Offline OP
Senior Member

Joined: May 2005
Posts: 338
Brasil
hi, ffigueiredo, thanks for the reply, but unfortunately i already tried that and it didn't work...
adjusting the fog doesn't help because the fog doesn't affect the sky cube (of course, otherwise there would be no sky).
that's why i need the horizon... the bottom of the horizon image is dark because then the fog would make blocks not so noticeable against it... and then, when the blocks are clipped, i would see the dark horizon, and wouldn't notice the clipping... the problem is that instead of seeing the horizon, i'm seeing the sky behind it...
combining both into one single sky cube is something i thought of, but then i wouldn't get the same effect...

is this a bug?
because i can't think of a situation where you would use a sky cylinder, if not for a horizon image... and if the clipping doesn't work with it, i can't use it for a horizon... right?

Re: sky cube+sky cylinder vs clipping (w/screensho [Re: Filipe] #65858
03/09/06 12:20
03/09/06 12:20
Joined: May 2005
Posts: 338
Brasil
Filipe Offline OP
Senior Member
Filipe  Offline OP
Senior Member

Joined: May 2005
Posts: 338
Brasil
is there anyone that can help me out?
maybe some moderator or some conitec representative (jcl maybe? i don't know) could give me some kind of answer?
anything, like "this only work when you do <solution here>" or "no, this doesn't work because of <reason here>, you must do it like this <right way here>" or even "there's no way to do it because of <reason here>, the only way is to drop the cylinder and use only the sky cube" (ok, that last one would suck... but it's better than no answer )...

i really need to know this to continue the development of my game, because this can impact on the level design (if i have to oclude the players view even more to hide the clipping) or on the frame rate (if i have to place the clipping plane past the farther buildings)...

thanks in advance,
Filipe


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