entities inside skyportal skybox


(heeen) #1

the manual speaks of special keys that are needed…?
are script movers also possible?


(Loffy) #2

Hi!
The term skybox, for me, is just the outer “walls” and the “roof” that box my world. There are other definitions to skybox, but for me it is just the surrounding box. When I make a sky, I just put the four “walls” and the “roof” up. THese outer limits are then textured with a sky. I use the texture “wurzburg” sky in my current map. A bit dark, but it is cool.
// Loffy


(heeen) #3

obviusly you didn’t get me, i’m speaking if a SKYPORTAL skybox, which is a box outside of the user reachable space, that will be rendered as the sky, to represent far away landscapes without actually building them. see rtcw map escape 1 for an example. my question is, if i could use a script_mover, to make a plane fly over the map for example… but i guess i’l just try


(Loffy) #4

Talk to Drakir. He did something similar.
// L.


(heeen) #5

ok, just tried with a func_rotating, it shows up correctly when you noclip into the skyportal skybox, but won’t show up in the sky whereas other brushes show up…


(MuffinMan) #6

afaik you can’t put anything moving into a skybox


(damocles) #7

Not just no moving stuff but no entities period. (except for course for things like lights that don’t actually exist in the game and are just used for compiling). The reason being that entities are onl’y drawn if they are in the BSP space tree the player occupies, which of course the skyportal is not. The player can never enter the skyportal so no entities will ever be drawn in it.


(heeen) #8

hmmm, so if i put a info player_deathmatch into the skybox, it would work?
you know, you can see anything including other players, ammo boxes, rockets, moving brushmodels in normal portals or mirrors (which are also portals)? wonders about possibilities and hacks


(heeen) #9

i mean a FAKE info player deathmatch, that wouldn’t be reached in-game but would hack the vis, making the skyportal fake user reachable space


(heeen) #10

what a pitty, it doesn’t work… imagin the possibilities that would be possible for moving objects in the sky…! so the only resort to do some faked movements is shader movement (deformvertexes move) for some nifty smoke effects… hm