Skyboxes?

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theapodan

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Feb 3, 2002
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Ok, here is the skinny of my problem, I am creating a realistic-as-possible stonehenge during an eclipse. Here is my problem, how do I create a level with a large ground on which to place stonehenge, and then the skybox? I read tomasz' tut and it didn't help, becuase I don't understand where the zoneinfo should be placed and whether a sheet should seperate the sky and the ground or what.

Also, once I figure that out, how do I make it appear that you can walk forever away from stonehenge without running out of apparent grass?

Also, would it be possible to make a zone portal that surround the entire level so that when you run and run, you keep getting set back to a prior place?

The idea is that this is a deathmatch level, with as much atmosphere as possible, it being during an eclipse.
 

StoneViper

you can call me Mike
Nov 3, 2001
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N43° 03' 16" :::: W77° 36' 03"
Originally posted by theapodan
Ok, here is the skinny of my problem, I am creating a realistic-as-possible stonehenge during an eclipse. Here is my problem, how do I create a level with a large ground on which to place stonehenge, and then the skybox? I read tomasz' tut and it didn't help, becuase I don't understand where the zoneinfo should be placed and whether a sheet should seperate the sky and the ground or what.

Also, once I figure that out, how do I make it appear that you can walk forever away from stonehenge without running out of apparent grass?

The idea is that this is a deathmatch level, with as much atmosphere as possible, it being during an eclipse.

you must subtract out a cube and place a skyzoneinfo in there. this will act as a camera where you will be viewing that skybox from. in the level, you outside surfaces must have fakebackdrop=true (by checking the box) it might take some time before you get it right. i would start also by opening up some other authors maps to see how they did it.

Originally posted by theapodan
Also, would it be possible to make a zone portal that surround the entire level so that when you run and run, you keep getting set back to a prior place?

yes, i read some tutorial where if you enter some zoneportal, you will can be teleported to a teleporter actor placed somewhere on the map. (this must be an end-teleporter with no start-teleporter). I can't remember where i saw this nor remember how to do this. if i find it ill post the site here.
 

Aggressor

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Nov 3, 2001
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Well, it's a teleporter zone, actually. But, as I understand, theapodan wants to simulate an endless area, which means that visible teleport effects screw up the whole thing.
 

cdeaconu

waiting for the worms
Jul 13, 2001
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not far enough
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Subtract 4 identical rectangular prisms (cubes) from the sides of your map (make 'em encompass the entire side.) Seperate them from the rest of your map via zone portals. Add a warpzoneinfo in each of them.

Go into their properties and give them all tags (eg 1,2,3,4 where 1 is opposite from 3 and 2 is opposite from 4). Then in their warpzoneinfo (still in properties) put in the tag of the Opposite Portal (I can't remember the name of the field(s) right now.) Voila... they should work.

IMPORTANT NOTES

The rectangular prisms MUST be identical

You must NOT be able to see the opposite side of the room from one side (or else you'll get a HOM effect of sorts)

The warpzone should be at least 128 deep for bots to use them right

A lot of stuff can go wrong, and I would recommend reading a tutorial on warpzones (they're existent, I think Tomasz has one).

If what I say doesn't work, then sorry. Find someone better than me.
 

-Penfold-

New Member
another thing:

If you want to see how your skybox will look in your level (while in UnrealEd)(or to see if your skybox is working at all), place your viewpoint in the middle of your level (not the skybox), select the mode that shows textures and dynamic lighting (the view closest to how it looks when you're playing the game), and in the same viewport/window, click on the icon in the top left corner that looks like a joystick. That will make the window run in "real time" and allow you to check ambient sounds, the look of the skybox, and other things. Sometimes it's helpful to see a viewport update in real time as you modify something in another window, also. Just remember to turn off real time when your not using it, as it slows down your computer.

Oh, and maybe check out... DM-Fractal is it? The level with the sheild belt above the trap door, that warps you to the top if you fall through. That should give you a solid example.