


Select sky_camera, as well as any stuff (brushes/ entities/ whatever) in the ‘playable area’, you’ll need to orient the buildings, mountains or other (distant) brushes you are going to put in the skyroom.Make a point entity info_null, rename it ‘sky_camera’, and put it at ‘0 0 0’.Make a seperate (ie out in the void) 6 sided sealed cube, and give all the walls a sky texture.
#Expensive water in 3d skybox source engine sdk code#
METHOD 2: Use extra code (ssqc and csqc) to make it work If anyone has gotten this to work, please let me know: Theory 6: It’s something to do with the map being ‘off centre’ (Spoike says “ movement of the skyroom camera is related to the movement of the player’s position within the world relative to the origin of the map, so if your map is off-center, the skyroom will be off-center“) Theory 5: It’s a map compilation issue, some setting, something Trenchbroom, or qbsp related. Theory 4: My test map is ‘too small’ (default settings assume a bigger ‘playable area’?) Theory 3: Theres some other setting, somewhere, which is interfering Theory 1: There’s something wrong/incorrect with one of the steps (see below) It comes close, but (even though I got it to work once!) the end result currently doesn’t align properly. The ‘SKYROOM FLOOR’ doesn’t match up with the ‘PLAYABLE AREA’ floor. I am told this method should work, but I haven’t been able to do it: setting it to 1 may provide a tiny speedup but that’s it” Spoike: “allow_skybox existed because engines at the time failed to write depth values properly. _skyaxis: Specifies an x/y/z direction around which the skybox will rotate, eg 0 0 1 will feel like a merry-go-round.Īt the FTE client console, set “allow_skybox” to “1”._skyrotate: Sets the speed at which any skybox will rotate at._skyname / _sky: Overrides sky surfaces with an explicit skybox name (without needing to resort to shaders).Sky surfaces will then show the skyroom in place of regular sky surfaces (sky surfaces inside the skyroom itself will render as normal). _skyroom: Set to the x y z coords of the center of your skyroom.In the main ‘playable area’ of the map, select the worldspawn entity (ie just click a brush), and add a key called ‘_skyroom’, and give it the value of the origin of the info_null entity in your diorama, and the scale factor you chose eg: if the info_null was at ‘300 50 0’, make the value of the _skyroom key be ‘300 50 0 0.625’.Keys to add to worldspawn (copied from here).Enclose the diorama in a 6 sided sealed cube, and give all the walls a sky texture.Texture everything, scale textures in the diorama (to x and y scale 0.0625).Make all the skyroom brushes func_detail.Everything is much smaller, so go close into the diorama, and make your extra stuff, buildings, mountains etc etc, and for reference, use things you copied (in step 3).While everything is selected in the diorama, select the scale tool, and “scale objects” “by factors” ‘0.0625 0.0625 0.0625’ (one 1/16th).Copy/paste them in a spot outside the ‘playable level’, lets call this collection of copied ‘stuff’ the ‘diorama’.Select it, as well as any stuff (brushes/ entities/ whatever) in the ‘playable area’, you’ll need to orient the buildings, mountains or other (distant) brushes you are going to put in the skyroom.Make a point entity info_null, put it at ‘0 0 0’.Before we get started, here’s a great introductory video which covers all the concepts discussed here:
