Thread: Manipulating skies - with unendless maps without changelevels

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  1. #1
    Advanced Leveldesigner SourceSkyBoxer's Avatar
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    Manipulating skies - with unendless maps without changelevels

    Hello everyone,

    I have invented about nice trick like you don't need to worry about changing skyboxes.
    Like @Cadaver told about unendless map whole Half-Life maps without changelevels
    See video


    I found solution:
    You need replace all skybrushes into null-textures
    You need create a lot of models like simple inside cube with 6 sky-textures into 1 single bitmap and make sure qc with fullbright and generate into mdl like this
    Example:
    Code:
    /svencoop
      /models
        /skyboxes
          /skybox_desert.mdl
          /skybox_xen8.mdl 
          ....
    For example my drawing like this:


    And example: I made desert into in Blender with smd tools:


    Than you put env_model or cycle in J.A.C.K. or Valve Hammer Editor
    Put info_target and call mysky_desert
    Create brushes inside of skybox-brushes and mark into fun_portal and scaling should be 4 or 2 whatever and target should be "mysky_desert"

    And compile and test your map!

    Enjoy your manipulating multiple-skyboxes in your map. Example you have teleport to xen world and go back without changelevels.

    Happy mapping and happy manipulating!

    If you have problem than you can ask Hezus, JP, The303 or me under Discord or you can write here.
    Last edited by SourceSkyBoxer; 22-12-2018 at 08:36 PM.
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  2. #2
    Administrator AdamR's Avatar  
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    Re: Manipulating skies - with unendless maps without changelevels

    That's a nice trick, though we've already been discussing such a built-in feature to change a sky map for one (or all) players mid-map. Providing you don't need to see two different skies at the same time it seems quite doable.
    Adam "Adambean" Reece
    Sven Co-op team

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  3. #3
    Advanced Leveldesigner SourceSkyBoxer's Avatar
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    Re: Manipulating skies - with unendless maps without changelevels

    @Adam, Correct, It is really like Half-Life 2/ Source Engine: sky_camera with func_train via teleport or point_camera via info_target

    And for example

    OPS It is big picture :/
    That is a manipulating skybox like you have made awesome brushworked-skybox, or in-cube model or any faked skyboxes

    ** UPDATED **
    Multiple faked skyboxes look like real if you don't need changelevel with 2 different skies

    I create more built-in in-cubes for skyboxes when you don't need to worry

    I will give sometimes built-in models into
    /svencoop/models/skies/sky_*skyname*.mdl in next release ( possible 5.19 / 5.20

    PS For developers: Please add features:
    • If light throws into func_portal.
    • light_surface and light_spot, light, light_environment and flashlight should able throwing into func_portal and info_target
    Last edited by SourceSkyBoxer; 24-12-2018 at 12:05 PM.
    Hello guys, Svencoop. I am sorry Please respect me! I am deaf. Thanks, Sven-Coop Forum!

    Please do not share to shit dropbox! Please share only Mega.nz!
    Muhahaha, Facebook crashed!

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