View Full Version : "moving skybox"
AWESOME-O
08-22-2008, 12:32 PM
Hey, long time no serious posted, but here it goes.
You guys all know ctf_convoy i guess?
Well, the walls are all moving, the cart doesnt move but the skybox moves.
I decompiled the map to search how it worked (Sorry maker of ctf_convoy)
But i still don't understand how to make these walls, i'm sure i've asked this before but when i searched for the topic i couldn't find it :(
So, someone knows how to make these walls?
The cliffs and floor all use animated textures to give the appearance that it is moving
AWESOME-O
08-22-2008, 01:12 PM
Yeah i know, but how do you make animated textures?
Youme
08-22-2008, 01:38 PM
The VMT makes them scroll, run a search in the VDC
AWESOME-O
08-22-2008, 03:30 PM
hmm thanks, but still can't find anything in the VDC (Or i'm just blind)
FaTony
08-22-2008, 03:41 PM
my map - cp_train - has a broken moving skybox, based on sereval tracktrains.
AWESOME-O
08-22-2008, 03:53 PM
....and MY map - cp_train - has fully working moving skybox, based on sereval tracktrains.
explantion how you did it?
Hmm, FaTony always seems to post 'I know how to do it' but never bothers to give an explanation.
MangyCarface
08-25-2008, 11:36 AM
"Proxies"
{
"TextureScroll"
{
"texturescrollvar" "$baseTextureTransform"
"texturescrollrate" .15
"texturescrollangle" 270.00
}
}
One example. As you can see it moves at a rate of .15/tick and moves in the direction specified, that is, down.
FaTony
08-25-2008, 04:31 PM
Learned most of the skills reading VDC. It's really a great resource. And I actually unveiled the key of my moving skybox -> func_tracktrain. I most likely will post a tutorial on that after the release of cp_train.
Nineaxis
08-25-2008, 05:05 PM
Nothing is less helpful than saying "Smart people should know how to do it already".
Shmitz
08-25-2008, 05:10 PM
Moving the entire skybox via func_tracktrain is a terrible idea, particularly when the original poster is asking about a map that just has movement in a straight line, where the animated textures work fine and don't have anywhere near the performance overhead of moving entities.
Knowing why something is done is far more important than just knowing how.
AWESOME-O
08-26-2008, 02:04 AM
"Proxies"
{
"TextureScroll"
{
"texturescrollvar" "$baseTextureTransform"
"texturescrollrate" .15
"texturescrollangle" 270.00
}
}
One example. As you can see it moves at a rate of .15/tick and moves in the direction specified, that is, down.
you got a thanks, i'll try out this weekend, gotta hurry for school now :)
FaTony
08-26-2008, 05:23 AM
Valve does not make maps crash, bad mapping practices do (I'm aware of the irony)
Nineaxis
08-26-2008, 07:14 AM
Take it as an omen.
Vander
08-26-2008, 07:18 AM
Removed to lessen the drama
FaTony
08-26-2008, 07:23 AM
Removed to lessen the drama
AWESOME-O
08-26-2008, 07:58 AM
"Proxies"
{
"TextureScroll"
{
"texturescrollvar" "$baseTextureTransform"
"texturescrollrate" .15
"texturescrollangle" 270.00
}
}
One example. As you can see it moves at a rate of .15/tick and moves in the direction specified, that is, down.
i just wonder, this is possible to do on a skybox 2?
That the skybox stays on 1 place?
PS: i know my schoolday is short :D
Uriak
08-26-2008, 09:13 AM
You could try... but I highly doubt that the illusion would work. (I think of the transition between "front" and "back" sky faces and the "up" and "sides" face of your skybox.
Maybe a 3d skybox with large cloud layers scrolling... and fog to help mix the whole thing at the "front" and "end" of your skybox...
Zmathue
08-27-2008, 02:23 PM
i just wonder, this is possible to do on a skybox 2?
That the skybox stays on 1 place?
PS: i know my schoolday is short :D
No I just tested 2d and 3d skybox's with this, it doesn't work because even though the texture shifts the "skycamera" always updates the area around it.
FaTony
08-27-2008, 10:34 PM
Valve does not make maps crash, bad mapping practices do (I'm aware of the irony)
Aight, Mangy, then why do you think spywinder crashes? :lol:
Also I had the same crash on Badwater, so that's definitely not my fault.
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