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Be it a problems with Skyboxes and trigger ye be havin?

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William
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Be it a problems with Skyboxes and trigger ye be havin?

Post by William »

I have a room that I want to make look like your outside ... my problem is that I don't want the room to have the same skybox as the actual outside. Is it possible to make my room have a nice blue sky while my real outside sky is dark and cloudy?
Last edited by William on December 23rd, 2009, 11:57 pm, edited 4 times in total.
Yes yes, I know, I am a pretty big time noob, thank you VERY much for your patience :D
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daniel_san
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Re: A complicated issue : /

Post by daniel_san »

Somone correct me if there's an easier way to do this.
I believe you could just use triggers to change the skybox.
Check out master chef ogro. Look at the glitchworld config in particular
Hirato
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Re: A complicated issue : /

Post by Hirato »

since he said inside, he can use the envmap shader series, and just specify the other skybox as the envmap for the windows...
he might need to turn the reflectivity parameter up a notch
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William
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Re: A complicated issue : /

Post by William »

How would I use the triggers to do that ... or where could I find a tutorial? I havent yet worked with triggers yet and getting into them, I'd like to do a lot already with them that I just had planned to put off until later.

That envmap caught my eye a bit too, but other than the entity, I'm not sure how to work with it ... helk I'm not even sure what the entity does lol
Yes yes, I know, I am a pretty big time noob, thank you VERY much for your patience :D
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Mike
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Re: A complicated issue : /

Post by Mike »

In master chef ogro you can check out my teletest map where I have a ton of switches that change the skybox. Here is my .cfg for them:
"level_trigger_9" = [skybox skyboxes/desert]
"level_trigger_8" = [skybox skyboxes/grass]
"level_trigger_3" = [skybox skyboxes/twilight]
"level_trigger_2" = [skybox skyboxes/valley]
"level_trigger_1" = [skybox skyboxes/red2]
"level_trigger_7" = [skybox skyboxes/mountain]
"level_trigger_6" = [skybox skyboxes/pretty]
"level_trigger_5" = [skybox skyboxes/snowy]
"level_trigger_4" = [skybox skyboxes/snow]

When you click on a model you can hit . and see the entity values. The 3rd value is the trigger type and 4th is the trigger number, so for level_trigger 4, my model would have the values 11 4 so that it triggers every time I hit the model and that it uses level trigger 4, which is set to change the skybox to skyboxes/snow Hope that clears things up a bit :) Take care.
-mike
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William
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Re: A complicated issue : /

Post by William »

Alright, I'm checking all that out now, I'll let you guys know if I figure it or not. I appreciate all the help guys :)
Yes yes, I know, I am a pretty big time noob, thank you VERY much for your patience :D
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William
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Re: A complicated issue : /

Post by William »

Alright, so your saying that if I take those triggers and put them into the bottom of my level's CFG then I can make those trigger's change the skyboxes to my liking?
Yes yes, I know, I am a pretty big time noob, thank you VERY much for your patience :D
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William
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Re: A complicated issue : /

Post by William »

ALRIGHT!!! I GOT IT!!! Thanks guys! :D
Yes yes, I know, I am a pretty big time noob, thank you VERY much for your patience :D
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William
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Re: A complicated issue : /

Post by William »

Nope ... new problem ... every time I save the map I have to copy and paste

//aliases

"level_trigger_1" = [skybox skyboxes/hill]
"level_trigger_2" = [skybox skyboxes/black]

From the last map ... is there any way that it will just stay ...
Yes yes, I know, I am a pretty big time noob, thank you VERY much for your patience :D
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daniel_san
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Re: A complicated issue : /

Post by daniel_san »

That is because hirato combined the map cfg with the art-cfg.
Everytime you save your map it will write a new art.cfg, overwriting any scripting you've done within the art-cfg.
Just save that information in a file called mymap.cfg (where mymap is replaced with whatever you name your map) :mrgreen:
and you should be good.

-daniel_san
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