Thanks!

I've gotten it to work reasonably well, using your suggestion. The
only problem I have with it is stylistic-- my goal was to leave the
base as untouched as possible, but unfortunately I had to hack up
ClientData_Update() a lot since that's where it seems the switch will
'stick.'
Also, there are a few scenarios I can think of where it may work
unexpectedly (Like a player is in a very large area with one
sky_point, but gets close to another, smaller area, with a sky_point
that is closer to him, so the sky changes even when its not supposed
to. This can be avoided with either an entity brush defining a volume
for the skybox OR just having your mappers aware of this so they
design accordingly).

Have you looked into changing the actual skybox material? It's my
impression that this is strictly an engine thing, but, as always,
there might be a way....

On Sun, 12 Dec 2004 17:24:53 +1000, Teddy <[EMAIL PROTECTED]> wrote:
> You'll need to create an point entity that you put in each area of the
> map with a skybox, then add a think function to the player that checks
> which point you're closest too and sets the m_skybox3d accordingly.
> Worked for me!
>
>
>
>
> On Sun, 12 Dec 2004 01:00:54 -0500, Phil Bowens <[EMAIL PROTECTED]> wrote:
> > [ I sent an email earlier about player models with no responses-- I
> > suppose most of you are waiting for hl2mp src (if it does arrive) to
> > sort this out. I've made some progress but its been put on the
> > backburner to make room for other tests. Anyhow, hopefully I'll have
> > better luck with this next subject ]
> >
> > Before the SDK was released I read somewhere that it's 'possible' to
> > have multiple skyboxes. I see that the framework is in the SDK, but I
> > have some questions.. :)
> >
> > In Sky_Camera.cpp there is a 'global' sky_camera list, but I'm not
> > sure how to tell the engine which sky_camera to use. Does anyone have
> > any suggestions on the best way to implement it? I have a few ideas
> > bouncing around in my head (like making a sky_area brush entity that a
> > sky_camera would refer to) but none seem good enough.
> >
> > Even though one may be able to tweak the game to have more than one
> > skybox by defining more than one sky_camera and link it to certain
> > areas, it still seems like there is a limitation for only one material
> > set for the toolsskybox material itself, which is set in the world
> > entity. I noticed in world.cpp that the 'skyname' field for the world
> > entity is only used to set the sv_skyname parameter (I'm guessing for
> > debugging/testing/etc).. This leads me to infer that the engine sets
> > what materials to use for skybox rendering BEFORE the game gets to
> > read the world ent... Am I mistaken? Any way to tell the engine to
> > load a different materialset for the skybox during a game-in-progress?
> > A cursory review of the client engine interface didn't turn up any
> > results.
> >
> > So, this all led to a suggestion from the art team that perhaps a VMT
> > may be able to define multiple textures in the skybox material shader
> > scripts, which in turn the game code can reference. Unfortunately, I
> > also see that the documentation is a little sketchy about all the
> > different shader properties.. is there a list anywhere explaining all
> > the properties for things like "Cloud" or "lightmappedgeneric" ? Is it
> > possible to define custom shader script directives, or is this
> > strictly an engine thing?
> >
> > </near-infinite list of questions>
> >
> > Thanks
> >
> > --
> > Phil Bowens
> >
> > He is the greatest of warriors who overcomes and subdues himself.
> >
> > _______________________________________________
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> >
> >
>
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>


--
Phil Bowens

He who is the greatest of warriors overcomes and subdues himself.

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