Game Development Community

Skyboxes

by D B · in Artist Corner · 07/10/2005 (11:52 am) · 26 replies

Hi.

I just have a quick question about skyboxes. I've used them in UnrealEd before, and I was wondering if I do something similar, as in add the skybox into my map in gameSpace or if it is something that I do in Torque now.

Thanks.
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#21
04/07/2006 (10:07 pm)
Hi guys, this is a great thread. I'm wondering now, I went into the engine and did the Set Clear action like in Aaron's pic. Is it always a square hole? And also, does that mean we'd need to model our tunnel however we like but shaped to fit the dimensions of the square holes in the terrain at each end? And while I'm at it, and if this is the case, can you paint the ends of your model from within the game engine and blend it to match the surrounding terrain textures?
#22
04/09/2006 (12:33 am)
Hi,
as Jay said this is a great tread, it helped me out big time!
is it also posible to build an entire cave with the terrain editor??
Cause when you make a cave as a dif its all cubic and you see a lot of corners, not like a real cave(round en smooth)??
#23
04/09/2006 (7:02 am)
@Jay

Yeah, in TGE, you can only cut square holes in your terrain using the method above. So, yes, you can make really cool and elaborate tunnel entrances, as dts shapes probably, but you'll want to make sure they completely cover your terrain holes. I've been playing TES4:Oblivion lately and have been surprised by the number of empty holes and open seams that I've found. You definitely don't want that in your game (unless you're doing a game version of Dark City).

By the way, the holes you create in your terrain will repeat infinitely at the same spot on the surface of the landscape (IIRC). So you may need to fence off certain areas or place a rock or something over them on some of the nearest terrain tiles.

I don't think there is a way to paint your dts models from within TGE (it would be cool, though). If I were you, I would model and map rubble, debris, shrubs, bushes and other flora and place them around the tunnel mesh and terrain seams.

@Florian,

In TGE, I don't think you can make terrain caves. There would probably be a number of issues with preventing it when using the standard TGE terrain engine. However, the TSE Atlas terrain should be able to do multiple terrains (including inverted) so that might be an option. But in TGE, you may need to use multiple .dts detail meshes inside of your .dif cave interiors. And then, accurate collision detection will probably be a big issue.

Someone else may have some ideas on how to do it in TGE.

I hope that helps,

Aaron E.


[Edit: added a thought and changed one word]
#24
04/10/2006 (6:01 am)
I was saving for TSE so thats works out good, but if i buy it, i should be able to build caves with the TSE terain editor??
#25
04/12/2006 (12:30 am)
Florian,

As far as I know, the TSE terrain editor isn't implemented yet. It should arrive in a future milestone. Can't say when that might be though.

Aaron E.
#26
04/12/2006 (1:10 am)
Ok. I stand corrected. I just tried out the new tse executable and I can edit my legacy terrains now. Super cool. It doesn't work for Atlas terrain yet, but it should be nice when it arrives.
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