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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Two skys?

Author Topic: Two skys? (9 messages, Page 1 of 1)
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ricola_reaper
Joined: May 25, 2010

Polygon Pimp


Posted: Dec 15, 2010 11:05 PM    Msg. 1 of 9       
Would it be possible to have two different skys in a map? Im not talking about day and night im thinking about in two different places like....for instance, make a sky box inside of another and have that work like.. the clouds would be inside the walls while if you go outside of the room and into a hallway and all that or went outside there would be another sky.


YakZSmelk
Joined: Apr 3, 2006

- Environment Artist - robhow.com


Posted: Dec 15, 2010 11:24 PM    Msg. 2 of 9       
Pretty sure this can be done with multiple BSPs and actually was done in a map though I can't remember the name of it.


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Dec 15, 2010 11:26 PM    Msg. 3 of 9       
Yes it is possible.
I dont think many people have imported sky.gbx models, as not too many people seem to understand how they are supposed to work.
Import one and study it, study the shaders and bitmaps and alphas especially.
You can add planes and boxes how you wish.
If you need more info just ask.
Edited by Maniac1000 on Dec 15, 2010 at 11:28 PM


ricola_reaper
Joined: May 25, 2010

Polygon Pimp


Posted: Dec 15, 2010 11:39 PM    Msg. 4 of 9       
Guerilla doesn't really have a spot for two different sks that i have seen. when I import the gbx model should i actually use the model itself as the sky or just name the box inside the room as a different texture like:

Ex:
original sky:
+sky

hologram room(iunno, calling it that.)
+sky2


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Dec 15, 2010 11:46 PM    Msg. 5 of 9       
When you import the gbx model, +sky is irrelevant, that is given to faces of the bsp, those faces will become transparent, to show the sky.gbx model behind it.
The imported gbx model will have a bunch of other geometry and material names to match shaders, there will be none named +sky.


ricola_reaper
Joined: May 25, 2010

Polygon Pimp


Posted: Dec 16, 2010 01:23 AM    Msg. 6 of 9       
i know that but what im trying to figure out is do i use that model as the sky itself in the room? like shrink it down to fit and then animate the clouds or something?


Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007


Posted: Dec 16, 2010 01:41 AM    Msg. 7 of 9       
sure, that would work.
if you need 2 skys, a basic example would be 2 semispheres (but use geospheres), use one as the large main sky and the other as the one that blocks that sky when seen from the area that you want the 2nd sky to be.

basically import 2 sky models, shrink 1, move it.


Higuy
Joined: Mar 6, 2007

@lucasgovatos


Posted: Dec 16, 2010 06:04 AM    Msg. 8 of 9       
Put 2 sky models into the scenario where it says skys. It dosen't matter how large they are either.

Create portals for your map. In guerilla, open the bsp your using and go to cluster properties (I think) and then theres a value for the sky. Change it to whichever one you want. When you move into that cluster, the sky changes. I don't think you can change the lightmap bitmap though without changing it to another bsp however.


ricola_reaper
Joined: May 25, 2010

Polygon Pimp


Posted: Dec 16, 2010 12:32 PM    Msg. 9 of 9       
Portals still kinda confuse me using the checkered pattern along a plane or doorway but i'll read over the tutorial again. Although how would you know if you got the right sky into the right box? My map is in space and this room is going to have a lighter afternoon sky to it. Is there a way to know if the skys are in the right place?

 

 
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