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Old 18th May 2001, 05:33 PM   #1
Luminuis
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Tell me, with an outdoor style map, how would you stop peopel from seeing the bottom of the skybox...



Oh and here's the twist: This is for TA:UT and there will be flying units, and shortening the map down causes the skybox to look...icky.
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Old 19th May 2001, 12:29 AM   #2
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Bump....
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Old 19th May 2001, 09:32 AM   #3
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Block the view with geometry -> it's the only option. If UT had fog then perhaps you could use it to block view-level and below... but it doesn't, so you can't.

This'd be one of the many reasons that all "outdoor" levels that feature in "indoor" games happen to be in canyons and gullies. It's a bastard.
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Old 19th May 2001, 01:57 PM   #4
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I can´t belive, unreal had fog but UT doesn´t?

Hmm... You can build a skybox with very high heigh and place lights so the bottom won´t have light to see it.

Last edited by Mind Maze; 19th May 2001 at 02:04 PM.
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Old 19th May 2001, 06:43 PM   #5
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UT has fog...but it's rather called volumetric lighting.

It doesn't block your view so the polys behind are still rendered plus it eats framerates for breakfast.

They are looking for distance fog which helps performance, because distant geometry isn't rendered, it "fades into the fog"...it's especially useful on large scale terrain.
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Old 19th May 2001, 09:38 PM   #6
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Well you could try the following..my current map had issues too and this is what I did. (Not my idea, saw it in another map) THis'll probably only work in night time maps.
Keep the floor of the skybox black. Then give the floor of your terrain the texture needed. Near the ends of the level don't put any lights so it gives a fade to black effect.
Dunno if it helps. GL.
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Old 20th May 2001, 07:06 AM   #7
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I'm with OshadowO here; that's the most elegant solution. I have used it myself quite some times.
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Old 21st May 2001, 03:47 AM   #8
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I like the idea of blacking out the edges... very nice.
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