![]() Special 1/16 scale versions must be used. Standard models ( props) are not scaled properly for 3D skybox. Any models that are placed in the 3D skybox must be authored at 1/16 scale.Can be constructed with brushes, displacements, static and dynamic props, lights, brush entities, and point entities (such as env_sprite).The 3D skybox is just a visual extension of the map extents. Are non-interactive – players and other world entities cannot enter 3D skyboxes.Support materials with shader effects such as normal mapping, water, environment mapping, proxies, etc.Are constructed (by default) in 1/16 scale in the Hammer editor and then rendered at 16 times size in the engine to match the world geometry.A mod team wanting to do this would have to develop code to ease the transition between map versions.ģD Skyboxes have the following characteristics: This makes 3D skybox geometry less expensive performance-wise than standard world geometry.ģD skyboxes can be used to overcome draw distance limitations, if a low-detail skybox identical to the main map is created. Not only does this save space in the editor views, it also is much less expensive to compile and render.ĭue to their scale, 3D skyboxes have much lower lightmap and texture resolution. At run time, the engine scales them back up to match the scale of the rest of the map. Maps of this size are possible because 3D skyboxes are created in the Hammer editor at 1/16 the scale of standard maps. Using a 3D skybox, the map can be extended to 16 times that amount. The largest map that can be made without a 3D skybox is 32768 units on each side. The main benefit of using a 3D skybox is that it allows the level designer to make the map look much larger than is possible with the standard world geometry. Since they are rendered in real time, they scale with the video card resolution and also support real-time shader effects not possible in 2D skyboxes. 3D skyboxes are full 3D geometry, and properly parallax as the player moves through the level. ![]() ![]() Standard skyboxes are simple 2D images, mapped onto a cube so they surround the level.
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