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InsideQC Forums • View topic - 3D Skyboxes

3D Skyboxes

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3D Skyboxes

Postby Preach » Sun Dec 23, 2007 12:43 am

Exactly how difficult would it be to add support for 3d skyboxes - the kind of thing you see in half-life 2 - into the quake engine? The sort of thing I had in mind is having a worldspawn key called "skymap" that would tell you the bsp file to render in place of a 2D skybox - although to complicate things that bsp could have a conventional 2D skybox as well. The "skymap" could, if need be, be made at 1/16th scale so that you could render much further than usual with this.


I have this vague idea that the crude way of doing it would be to render the "skymap" in full first, then render the world - omitting the sky polygons - without clearing the buffer. But instantly two problems strike me with that: one is that there would be a lot of overdraw, the other is that this method leads to a problem from early ports of quake engines. You start to see bits of the map through what should be "solid", line of sight blocking sky. I don't think either of these things are a huge hurdle to overcome, but I've been wrong before, so thoughts welcome...
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Postby leileilol » Sun Dec 23, 2007 5:28 am

q3map2's already got a hacky way, try it, it's _skyroom entity
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Postby frag.machine » Sun Dec 23, 2007 2:26 pm

You don't need a separated .bsp to do that. Just be sure the map has a sealed room, render normally from inside it (ie. including ordinary sky textures or conventional skyboxes), then clear the Z buffer and render the world skipping any sky polygons. A simple "skyroom" coordinate in the worldspawn info would be enough. OTOH, separated sky rooms would help in the case of original id maps.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby Labman » Sun Dec 30, 2007 7:22 am

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Postby Spike » Wed Jan 02, 2008 4:14 pm

.
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Postby Sajt » Wed Jan 02, 2008 10:32 pm

F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
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Postby frag.machine » Thu Jan 03, 2008 2:34 am

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby Sajt » Thu Jan 03, 2008 3:04 am

F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
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Postby Urre » Thu Jan 03, 2008 8:48 am

I was once a Quake modder
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Postby frag.machine » Thu Jan 03, 2008 11:17 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby Sajt » Thu Jan 03, 2008 11:36 pm

F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
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Postby Preach » Thu Jan 03, 2008 11:57 pm

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Postby Sajt » Fri Jan 04, 2008 12:52 am

F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
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Postby Preach » Fri Jan 04, 2008 1:08 am

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Postby frag.machine » Sat Jan 05, 2008 1:42 am

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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