Another way to do a skymesh?

Blitz3D Forums/Blitz3D Programming/Another way to do a skymesh?

Tom(Posted 2003) [#1]
Hiya,

You know the way fog is linear, so if you use a sphere or skybox you'll get weird fog depth problems when the fogs far range is near the distance of the skymesh, how about using a square plane parented to the camera, and positioned in the distance. You map your sky texture to it and only adjust the meshes UVs as the camera turns.

Of course, figuring out the UVs is the tough part, anyone got any insight to this?

Cheers
Tom


GfK(Posted 2003) [#2]
What I do, is create a skybox in the normal way and set it to be drawn first with EntityOrder. The skybox is only 30x30x30, so the fog doesn't affect it anyway.



Then, all the other entities in the game are set with EntityAutoFade, so that they don't just appear in the solid fog colour on the horizon - they fade in as the fog becomes less dense and makes the whole lot look much smoother.

As for the UV adjustment idea... erm, rather you than me. ;)


Binary_Moon(Posted 2003) [#3]
You could just turn off the fogging in the entityfx... although I too use a small skybox and give use the entityorder command to make it draw behind everything.


Tom(Posted 2003) [#4]
I really want the sky to fade in the fog.

Dave, sorry to tell you this, and I hope it doesn't come as too much of a shock...but...your motorbikes look like trucks! :)

Tom


JoshK(Posted 2003) [#5]
Why is this in the Advanced 3D forum?


sswift(Posted 2003) [#6]
Halo, please stop pestering people over wehther their posts belong in the advanced forum or not.

Consider that your own posts on how to rotate points with 3d matrix math would hardly be considered "advanced 3d" by most 3D programmers. :-)

Where is the line drawn between "beginner" and "advanced"? I don't know. And neither do you. :-)


JoshK(Posted 2003) [#7]
Yes I do. I just pointed it out.


sswift(Posted 2003) [#8]
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Hide the deadly exception error
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It´s six line, seven line, eight line, funct!
(Ego come and he wan´ go home)
It´s six line, seven line, eight line, funct!
(Ego come and he wan´ go home)

E, he say e-e-e-go
(Ego come and he wan´ go home)
E, he say e, he say e, he say e, (FADE) he say e, he say e
(NORMAL VOLUME)
(Ego come and he wan´ go home)

Come, Mr. Coder Mon, code drivers for a scanner
(Ego come and he wan´ go home)
Come, Mr. Coder Mon, code drivers for a scanner
(Ego come and he wan´ go home)

E-go, E-e-e-go
(Ego come and he wan´ go home)
E, he say E, he say E, he say E, he say E, he say E-e-e-go
(Ego come and he wan´ go home)


Tom(Posted 2003) [#9]
Geez, I thought long and hard about how I should reply to that Halo:

First I was going to say:
"Have I invaded your sanctuary Halo?"

Then I thought:
"I posted here because I knew it would annoy you Halo, thanks for letting me know it worked!"

Or how about:
"What, your latest physics experiment has constraints....so now it's been promoted to the advanced forum and may be available soon via paypal?"

But no, I'll go with this instead


'Halo, you're a muppet'
If you don't have anything constructive to say, don't bother replying.

Tom


Chroma(Posted 2003) [#10]
Like this?




Rob Farley(Posted 2003) [#11]
Personally I just create a sprite, parent it to the camera then use the positiontexture command base on the camera yaw and pitch.