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Be it a problems with Skyboxes and trigger ye be havin?
Posted: December 18th, 2009, 8:24 pm
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?
Re: A complicated issue : /
Posted: December 18th, 2009, 8:38 pm
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
Re: A complicated issue : /
Posted: December 18th, 2009, 9:14 pm
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
Re: A complicated issue : /
Posted: December 18th, 2009, 9:42 pm
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
Re: A complicated issue : /
Posted: December 18th, 2009, 11:44 pm
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
Re: A complicated issue : /
Posted: December 19th, 2009, 12:18 am
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

Re: A complicated issue : /
Posted: December 19th, 2009, 12:33 am
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?
Re: A complicated issue : /
Posted: December 19th, 2009, 12:50 am
by William
ALRIGHT!!! I GOT IT!!! Thanks guys!

Re: A complicated issue : /
Posted: December 19th, 2009, 2:03 am
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 ...
Re: A complicated issue : /
Posted: December 19th, 2009, 3:21 am
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)
and you should be good.
-daniel_san