I want the opposite of Sfear][. I want to walk around the outside of a big sphere. Like a planet or a moon simulating gravity.
Shamelessly ripped from a tutorial by DaveA:
Skyboxes: Not so fast there, Sport
So you have created a sweet little planet, and now you want to place it in the cosmos. Fair enough. But before you make that skybox, which is a good instinct, let me point this out - rotation is a bitch. Unless you do a lot of tricks with the skybox, it won't look right. Each area that makes up your planet has it's own sky. At the 'equator' the clouds, stars, etc., would be moving in a straight line, but at the 'poles', they'd be rotating about the center.And in the middle latitudes, in a big wide off-center arc. You may have better luck animating each area's sky surface textures. For a skybox to work that way, you might be able to make a roughly spherical 'box' and then animate each surface in that sphere in such a way that it appears to rotate. But remember, there is only one 'up', so only the top of your skybox would be seen, and it would be the same in every area. Note that if our first thought (to make a sphere in space and put gravity zones around it) might work with rotation nicely, if you could do that.
Late News!
I just got this tip from Rachel C.:
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I've been looking for a way to create ringworlds, etc. Until now I've been using smoke and mirrors, but my trick will solve your problem with the sky. There is a script that allows you to link the fake backdrops in a zone with any SkyZoneInfo you choose. Create a new class under ZoneInfo and type:
//===========================================
// MSkyZoneInfo.
//===========================================
class MSkyZoneInfo expands ZoneInfo;
var() SkyZoneInfo WhatSkyZone;
simulated function LinkToSkybox()
{
SkyZone = WhatSkyZone;
}
Put one of these in each of the ring's zones (say you have six). Then put six SkyZoneInfo's in the exact same location in your skybox (cut and paste the Location under Movement) and rotate each of them to 1/6 a full circle (in UnrealEd, 360 degrees = 65536. It's not exact, but no one will notice). Link the MultiSkyZoneInfo's with the appropriate SkyZoneInfo, and you will end up with a ringworld that has a seamless (and problem free) sky.
-Rachel C
P.S. I feature this technique in a level I'm working on right now, called DOM-Satellite. I will release it to Nalicity soon.
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I haven't tried it yet, but it sounds great. This would be easy to do for centrifuges and barrel worlds, just set as many as you need and rotate (pitch or roll as needed) by the amount needed. Divide 65536 by the number of segments you have for the exact number. If you're doing planetoids or hollow worlds (3D) it's more fun, and left as an exercise for the reader.
Originally posted by StoneViper
i've looked at your map in ued quite a while back and can't figure out how you made the roundedness. I know about the tetrahydron, but how did you cut it up
Originally posted by Chrysaor
You crazy ppl and ur zones, i like the whole, flat layout level thing. Doesn't give me a headache
Originally posted by Astyanax
Appearantly the UT engine doesn't like warpzones that are not on the opposite sites of the 2 portals. Then how do you solve the bad connections? Just fool the engine by ROTATING portal sheets.
In any case, I strongly recommend to use the SAME builder brush for the portals of both connected warpzones. This will force you to rotate if warpzones are not pointing in the opposite direction. If you still see HOM after rotating 1 portal, then you've rotated in the wrong direction. If 2 warpzones are pointing in the same direction (like c4-e4 and c2-f2), you need to make sure that both portals have been rotated 90 degrees, in eachother's opposite direction. I'll clearify this, using c2-f2 as example: both portals need to be made out of an AX_XAxis sheet. The yaw of one of the 2 sheets has to be set to 16384 (90 degrees), the yaw of the other one to -16384. After that, their pitches have to be set to -8192 (45 degrees) and 8192 to get them angled for the sphere.
In the respawn room I wanted to connect both ceilings to make it look like the enemy team is respawning on the ceiling. This is even trickier to make: build a sheet with the right dimensions and move it into place, but don't add it yet. In the SheetBuilder properties, change AX_Horizontal to AX_YAxis and add it as non-solid 2-sided (invisible) portal. Next, align the texture on the portal to wall direction and wall panning and rebuild the map. Now, select the portal, open its properties and set Movement -> Rotation -> Roll to 16384. Rebuild and add the warpzoneinfo (and don't mess with alignment of the texture on the portal!). Do exactly the same for the other portal, but this time set its roll to -16384.
Originally posted by Chrysaor
Running around a shphere is confusing as hell.
Originally posted by StoneViper
I'll put up signs telling you where to go
Originally posted by Chrysaor
You crazy ppl and ur zones, i like the whole, flat layout level thing. Doesn't give me a headache
Originally posted by Chrysaor
now, don't get me all excited just to shoot it down like that.
(I'm not that temporamental in reality) but u release some stuff soon, whatever it is just release it