Multiple skyboxes in one map - is it possible?


(G0-Gerbil) #1

I don’t have time to test it out for myself, but is it possible at all to have a map with multiple skyboxes / skyshaders - naturally assuming said locations are entirely seperated by whatever VIS-blocking method you choose.

Cheers in advance, and here’s to hoping the answer is a ‘yes’, but fearing it’s not :s


(Ragnar_40k) #2

Afaik the skybox can have several layers: http://members.lycos.co.uk/quakeroats/q3map2/shader_manual/ch2.html#skyparms
But I don’t know if that helps you …


(iwound) #3

Hi Gerbil, Iv tried this with no success, some people on this forum had theorised it possible with no tests, put thier theories into practice with the result that one sky settings overide the other. Im not saying its impossible, just that i’v tried for several days to get this to work but avail with no success.


(Detoeni) #4

Hi Gerbil, good to see you again!
Yes you can use two diffirent “skyboxies” (it worked when I last tested, although that was a few years back when I made korfe), but they will share light prams, ie: all suns/lights get used in both.


(G0-Gerbil) #5

(Hello to you too - good to see old-timers still hanging around :))

Ah that sounds fine - I just want the different graphics - them sharing lighting parameters isn’t a problem.
So I’m guessing the best way to set it up is to have 1 ‘master’ sky shader like normal, and the secondary (or more) ones do not actually contain any lighting information at all, since this would be taken from the ‘master’ one right?

Given the mixed responces, looks like I’d best test it myself anyway, but thanks for the replies guys.


(Detoeni) #6

since this would be taken from the ‘master’ one right?

That should work in ok as a sky light will affect all brushies that are sky.


(G0-Gerbil) #7

Excellent - I just tried it out and yes, two skyboxes worked fine.
One needs to be night and the other day, so I may dispence with the sky lighting entirely, and just set up some invisible light emitting brushes to mimic the two required sets of ‘lighting’.

Coolio :slight_smile:


(CrazyGuy) #8

Gerbil is your forums back up ?


(G0-Gerbil) #9

No, got sick of little script kiddies with nothing better to do than ruin them, so I’m now working from Qubenet’s forums: http://et.qubenet.net/forum/ <- Take a look at the bottom.


(carnage) #10

Excellent - I just tried it out and yes, two skyboxes worked fine.
One needs to be night and the other day, so I may dispence with the sky lighting entirely, and just set up some invisible light emitting brushes to mimic the two required sets of ‘lighting’.

one thing you can try althoug could be complex. i am asuming there is some distance between your two skies probably a large indoor area so the effected lightmaps for each areas are probable quite seperate on the ligthing images.

compile with sky light setting, compile with the other sky setting then swap and chop your lightmap images so you have the right lighting in each area. only thing is though pretty much every change you make will demand you do this so you might want to run some tests then on the final versions put the effort into chanaging the lightmpas around.

im not syre you would be able to get the desired effect with light emiting shaders as i dont think you can specify direction and a directional light wouldnt give the nice parralel lines you want from a sky. also to get the lighting area big enough would involve turning the light value up to some serious numbers resulting an washed out lighting


(G0-Gerbil) #11

My sky areas are very small anyway - merely the start and end locations of the map, so it’s no big deal anyway - mimicing the lighting won’t be hard by entity / surface lights because they really aren’t large enough areas to notice anything ‘wrong’ about them.
I was thinking though that for another map, I’ll probably want one of the skyboxes to dominate - in that case I’d probably either make the other sky area covered in nonvisible but light-blocking brushes (errr I think it’s possible off top of head!) to prevent the other light affecting it, or maybe even run the other area with some normal shader and use the script to remapshader it to the second sky (again, simply to prevent the main sky’s light affecting the other area).
Naturally neither idea has any basis in testing, but I’m sure there’s some simple way of making it work :slight_smile: