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NVerxion
23rd Nov 2000, 12:05 PM
I heard that it is possible to set up two different skyboxes in one level. I know how to set up two boxes for different resolutions (such as the ones in CTF-Face), but as for making two completely different skyboxes and having them each be visible in the right places... I can't find the thread I saw this in. Can anyone help?

Arkive
23rd Nov 2000, 01:11 PM
This has been talked about numerous times, and as far as I know, it's impossible. If you find a way to do it, please post it here so everyone can take advantage of that.

Jeff

Fuzzpilz
23rd Nov 2000, 04:01 PM
It should be possible to do this with a different game type. I'm currently going to try creating an actor that sets skyboxes according to tags. Wait a few hours (or days if it doesn't work the first time) and you'll have your skyboxes. I'd recommend that you use them in two geometrically separated areas (i.e. you can't see FakeBackdrop surfaces from a zone with a different skybox) because of the way I guess this will work.

Arkive
23rd Nov 2000, 04:38 PM
I'm just not sure I understand how you think you're going to make this work. There are no parameters to the "FakeBackdrop" option. You select it and it replaces it's surface with a view from the SkyZone...there's no way to select *which* skyzone to use if you have multiple ones in the level. Actually, I'm not even sure what the hell would happen if you *did* have more then one SkyZone in a map (I assume it would use the most recent, or oldest, one created). A lot of ppl have tried to do this, and if it was possible, I'm pretty sure we would have seen at least one level that had a bunch of monitor screens linked to surveilance cameras.

Jeff

Fuzzpilz
23rd Nov 2000, 05:03 PM
I've done it! You can download it together with an example map here (http://www15.brinkster.com/fuzzpilz/multisky.zip). It's a ZoneInfo subclass. The ZoneInfo has a hidden SkyBox property that is set in a function that is called by its PreBeginPlay method. By overriding this, I made it possible to use different skyboxes in different zones. Just set the MultiSkyZoneInfo's (put these where you'd normally put ZoneInfos) Tag to the same value as the appropriate SkyZoneInfo's, and you've got it. You can even view different skyboxes from one zone if you look into zones with different skyboxes!

Fuzzpilz
23rd Nov 2000, 05:06 PM
And PLEASE don't look at my main page. There's nothing there, and it looks awful. This is because I'm not done with the design yet. Nevertheless, I have to thank Graeme for getting his site (http://www11.brinkster.com/hillrory) hosted on Brinkster, because I'd have never found them myself.

Arkive
23rd Nov 2000, 05:12 PM
Heh...right after I posted my second comment, I went on a hunt to see if it really was possible. Looks like it is. Someone documented something similar to what you've done a while ago on UnrealEd.exe...the link to that info is below in case anyone is interested. I assume both accomplish the feat in the same manner, so it probably doesn't matter which you use, although FuzzPill's has a sample map to go with it. Good job Fuzzpill.

Jeff

http://www.planetunreal.com/unrealed/forums/Topic.asp?topic_id=3504&forum_id=405&Topic_Title=Multiple%2BSky%2BBoxes%253A%2BHeres%2BHow&forum_title=Advanced+Level+Design

Fuzzpilz
23rd Nov 2000, 05:23 PM
I did it slightly differently.
When looking at the ZoneInfo script I saw a function called "LinkToSkyBox". I overrode this so in my subclass it looks for SkyZoneInfos with the same tag as this zone. You might say my method is better because Events isn't so far down in the properties menu, and also less cluttered up than ZoneInfo. ;)

NVerxion
24th Nov 2000, 03:15 PM
You guys rule. Thanks a million for your efforts:)

TaoPaiPai
24th Nov 2000, 03:35 PM
Good job fuzzpilz

NVerxion
24th Nov 2000, 07:44 PM
Holy crap bro!! It really works!! Haha, you are a genius. I suppose all that's left is to ask your permission to use it in my maps... I'll have to send the .u file along with it, but that's cool right? I'll give you full credit for it in the read-me of course:)

NVerxion
24th Nov 2000, 09:49 PM
Ok, well I've found something small here that's bugging me. If I knew how to script I'd try to fix it, but...

When I spawn in the level I'm always facing the ceiling. Is there a way to fix that?

Fuzzpilz
25th Nov 2000, 10:33 AM
Everyone's permitted to use it, of course. The spawning problem may be caused by the fact that I threw this level together in about ten minutes and didn't care about rotating the PlayerStart.

purice
25th Nov 2000, 06:37 PM
nice job Fuzz.
they did a subclass of skyZoneInfo in Rune too if anyone wants to take a look. i was going to work putting it in unrealed, but i guess there's not much need now :)