Skybox Basic Details: Difference between revisions

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The easiest way to use a skybox in The Dark Mod is to use the prefab ones which come in the resources.
== Quick overview ==


The best way to get good performance out of the Dark Mod is to create corridors that are visportaled off from eachother.  
# Go to {{menu|l1=File|l2=Load Prefab}}, navigate to the '''prefabs''' folder and select '''tdm_sky_starry1.pfb'''.
# Lock textures on the prefab by pressing {{key|name=S}}, or the moon texture may get out of alignment.
# The loaded prefab is already selected, so move it out of the way of your normal map geometry. The exact place doesn't really matter, just move it where it doesn't get in the way later.
# In your map, texture the '''inside facing sides''' of your sky brushes with '''<code>textures/smf/portal_sky</code>''', by selecting them with {{key-ctrl}}+{{key-shift}}+{{LMB}}.


Therefore the outside area of your building should be a series of corridors around the building with the brushes designated skybox stretching from the outside wall or buildings forming the border of your level, to the highest point of the building you want to be visible, so the top of the roof.
Finished. When you load your level, you will see an attractive night sky with clouds, moon and stars.


This enables the use of visportals stretching from the skybox to the ground at key corners so that when you are standing on the north side of the map you won't be rendering the south side at the same time.
== Background information ==


The outsides of the brushes which face outside the level have to textured with anything that is solid and a valid texture, people often use caulk, but as long as it's not No_draw you're fine.
To get good performance, you have to create spaces that are seperated by [[Visportals]] from each other.


Texture the inside facing sides with the ''textures/textures/smf/portal_sky'' texture, ensuring you only texture the inside facing sides, selecting them with control shift click.
Therefore the outside area of your building should be a series of corridors around the building with the brushes designated ''skybox'' stretching from the outside wall or buildings forming the border of your level, to the highest point of the building you want to be visible, to the top of the roof.


Go to the File menu, then “Load prefab” and navigate to the “prefabs” folder in “darkmod” folder and select “tdm_sky_starry1.pfb”.
This enables the use of visportals stretching from the skybox to the ground at key corners, so that when you are standing on the north side of the map, you won't be seeing the south side at the same time.


Lock textures or the moon texture may get out of alignment.
The sides of the brushes which face outside the level have to textured with anything that is solid and a valid texture, people often use caulk, but as long as it's not <code>no_draw</code>, you're fine.


Place this outside the main hollow box of your level. It is caulked on the outside and sealed so it will not leak.
{{tutorial-editing}}
 
Finished. When you load your level you will have an attractive night sky with clouds moon and stars.
 
[[Category:Editing]]
[[Category:Tutorial]]

Revision as of 03:29, 28 October 2007

Quick overview

  1. Go to File -> Load Prefab, navigate to the prefabs folder and select tdm_sky_starry1.pfb.
  2. Lock textures on the prefab by pressing S, or the moon texture may get out of alignment.
  3. The loaded prefab is already selected, so move it out of the way of your normal map geometry. The exact place doesn't really matter, just move it where it doesn't get in the way later.
  4. In your map, texture the inside facing sides of your sky brushes with textures/smf/portal_sky, by selecting them with CTRL+SHIFT+Click the left mouse button.

Finished. When you load your level, you will see an attractive night sky with clouds, moon and stars.

Background information

To get good performance, you have to create spaces that are seperated by Visportals from each other.

Therefore the outside area of your building should be a series of corridors around the building with the brushes designated skybox stretching from the outside wall or buildings forming the border of your level, to the highest point of the building you want to be visible, to the top of the roof.

This enables the use of visportals stretching from the skybox to the ground at key corners, so that when you are standing on the north side of the map, you won't be seeing the south side at the same time.

The sides of the brushes which face outside the level have to textured with anything that is solid and a valid texture, people often use caulk, but as long as it's not no_draw, you're fine.