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InsideQC Forums • View topic - skyroom, portal in modern quake

skyroom, portal in modern quake

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skyroom, portal in modern quake

Postby zeropariah » Mon Sep 05, 2011 9:43 pm

zeropariah
 
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Re: skyroom, portal in modern quake

Postby Spike » Tue Sep 06, 2011 3:40 pm

you can do it with csqc.
make a sky shader that shows nothing but depth. set its sort order to be drawn first.
in your csqc code, clear the scene (this sets defaults), set the view position to the center of your sky room, render the scene. Clear the scene again (resetting the view position), and draw as normal.
Your depth-only sky shader will mask out the sky, so nothing will incorrectly be drawn behind the sky poly, preserving the skyroom, other geometry will be drawn infront (you can get away with a nodraw sky shader for well-designed maps).
You can add entities within the skyroom if you want, the same was as ents are added for the regular view.

Engines won't do this automatically. They have no idea where the center of the skyroom is.
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Re: skyroom, portal in modern quake

Postby zeropariah » Tue Sep 06, 2011 5:15 pm

Thank for you make explain ! :D :D

i need learn csqc will keep update !!
zeropariah
 
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Re: skyroom, portal in modern quake

Postby apolluwn » Wed Sep 07, 2011 3:38 am

I'm guessing this is trying to do something similar to the q3map2 portal sky hack except you can put moving entities in it? Maybe I'm just not understanding the question correctly or what is trying to be accomplished, but how would this solution draw entities/bmodels/etc outside of the regular skybox extents?

I haven't attempted any of this (I'll try it out tonight if I can find some time since this seems like a interesting trick), but it does lead to some questions...

If this does work then wouldn't this have to be massive? As in much larger than the actual map since it isn't scaling anything up (like q3map would with its portal sky hack). It kind of seems self-defeating if this is the case?

If this does need to be massive then wouldn't it work just as well to put the entities in the map on the inside of the skybox rather than just "appearing" outside of the map extents projected from a giant skybox in some other location?

Is there any way to scale the rendered view from the "portal sky" (or whatever this would be called?) differently than the regular view in CSQC?

Will this cause the sky and any objects in it to always be drawn? Would you need to set the view angles and would it only render what is directly in front of its view?
apolluwn
 
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Re: skyroom, portal in modern quake

Postby zeropariah » Wed Sep 07, 2011 9:21 am

i make in sky airjet for look like war on map and for look like flying in sky

what are your question meaning ?

i look for csqc but not finding many to start :( :( :(
zeropariah
 
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Re: skyroom, portal in modern quake

Postby Spike » Thu Sep 08, 2011 11:58 pm

its basically the same as a portal in q3, aye. If you got the angles and origins right, you could potentially make a cheesy q3-like teleporter the same way, yeah.

scale is relative. bigger skyroom = distances appear further. You can use .scale to resize certain ents as well if you need to.
you can tweek the fov if you want to make things seem a little closer, I guess. :s
Seeing as the viewpoint will always be exactly centered, the entire room will appear as a huge room an infinite distance away. You can choose to let the skyroom's view position move with the regular view with some fraction of the position offset to make it feel a little closer, and yeah, any entities in there will logically appear absolutely huge

making an ent visible inside the skyroom is a pain, yes. csqc is fully able to add entities as it chooses, but it may need to spawn them locally as server-side ones will be culled by pvs and not sent.
.
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