View Full Version : kinda got the skybox thing
SnYpEr_42
24th Sep 2000, 10:33 PM
I get it now, but theres one thing thats weird
I made a room(512-512-512) as the map, and made my skybox(128-512-512)
When i play the map(the 1 small room) the sky works, but i can see the sides of the skybox!
So i thought i had to move the "shyzoneinfo"icon..., so i put it lower and more center in my skybox
It worked, but after putting the "fly"command into the console and going to the top of the room, i saw it again...
is there a way for this not to happen???
Thanks alot
SnYpEr
Fenrir
24th Sep 2000, 10:55 PM
It is normal to see the corner of the skybox because the skyzone info works like 360 degres camera. You may try these tricks:
1- put the skyzone info near the top side of the skyboxe (that should help to 'enlarge' the top view)
2- make your skyboxe bigger than you did (try 1024X1024X128) and set your lights to light only the center of the top surface. this will help to hide the corner when the payer go near the top of the room (as is your problem).
I hope that will help you!
smally
25th Sep 2000, 12:01 AM
Getting the hang of skyboxes can be tricky but keep practicing. If you want to make a skybox that is easy to do and looks great try an outer space box...
Just find a space texture w/ a black background and stars make your skybox w/ that and set the textures to unlit (this sounds funny because you would think unlit means you couldn't see it, but it actually means that the texture will appear as the same brightness as the texture was created in) now you have a skybox and you don't have to add any lights and there will be no annoying shadows & such. Now you can add extras (look in SpaceFX.utx) like little nebulas and other cool looking things. To add these just make a 2-sided sheet the same size as the texture, add it and set the flags to unlit and translucent, move you camera to the same place as the skyzoneinfo and place the sheet where it will look cool (tip: you might want to play around w/ rotating it a bit so it looks like you are seeing it from an angle, that way it looks more natural and you won't be seeing everything as flat). Anyway play around w/ that and don't go overboard on the extras. Then whenever you want to just cut a little hole in the wall and set the back of it to 'fake backdrop' and then you have a beautiful room with a view!
This is really alot easier than getting a natural landscape type skybox to look good.
rmcollins3
25th Sep 2000, 11:43 AM
He's right, that's a good way to make a pretty easy skybox. Now, if you want to make a nice looking day skybox without being able to see the corners, there are several tricks to try to eliminate this. One is to make the walls of the skybox unlit, as said above. This will eliminate the shadows in the corners and make everything blend together. Next, put mountain sheets around your skyzoneinfo. Look in shanesky or skybox for some decent mountain sheets. Make them the same size the texture was done in and use them in succession so they line up correctly. Make them masked, two sided, and non solid. Place your skyzoneinfo on the ground of your skybox in the middle of the "mountains". Now, your skybox walls should be covered with some nice fake mountains. Another thing to do is this, and I find this works best. On top of your 512X512 room, subtract another room that is substantially bigger, say 656X656 or even larger. NOW, make all the walls on that cube fake backdrops (it's in properties). Make your skybox like you have been, except using the tips shown above. Place a horizontal sheet thats the same size as your 656 room just above the roof of your 512 room. Above that sheet, place a cloudzoneinfo. This will make anything you shoot up there disappear into the clouds! Also, play around with lighting. Lights really make a skybox. Add cool colored lights in the corners of your skybox for a nice effect.
Good luck, and stick with it.
Ohsk
25th Sep 2000, 06:42 PM
Im going to make post a tutorial on skyboxes pretty soon,
It as the first thing i learned how to do with Ued a couple of years back, and I think i can make a pretty good tutorial, anyway here is a good basic skybox (similair to the ones described in this post)
make a box 2048x2048 wide and 256 high
this will give your clouds a nice far reaching view
give your box a starfield texture, and tag the whole thing unlit.
now (optional)give your "ground" a ground texture, usually the backdrop textures include one preset (i.e. shanesky has one, indus4 has one etc.)
now go the the sheets properties, and build a sheet 256 wide by 128 high, this is the standard size for the backdrops in Unreal, UT.
make a vertical square(not flat like the ground) with either 4 sheets or 8 sheets in the middle of the skybox on the bottom, make sure all your textures are visible from the center and than pick some mountain backdrops to use, preferablly ones that can be masked.
they usally are in sets of 4, if you use 8 sheets, simply align the 4 textures twice, they will loop over.
tag all the mountain textures unlit and masked
now make a flat sheet 2048 by 2048 and place it just above your sheets used for the mountains.
tag the sheet transparent, and use the upan vpan scrolling effects to simulate moving clouds
add lights above the sheet used for clouds, or 256x256 sized moon or galaxy textures as well
put your skyzoneinfo box in the bottom in the middle of the mountains, and in the lighting properties, adjust the upan, vpan speed for the clouds. you can also give it some ambient light if you want, but not very much if you want your lighting to stick out, i usually use 3 or 4 at the most
or you can leave it dark, and let your lights light up the clouds by themselves.
anyway I will post a tutorial soon with screenshots and stuff to make it easier, as well as one on non standard skyboxes, the skybox is a really cool tool, as seen in levels like dmHyperblast and ASHispeed, its uses are limitless.
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