Vertical + Horizontal Sky Scrolling

Moderator: Graf Zahl

User avatar
Tormentor667
Stronghold Team
Posts: 3555
Joined: Sun Nov 13, 2005 23:15
Location: Germany
Contact:

Vertical + Horizontal Sky Scrolling

Post by Tormentor667 »

Just to make sure that this doesn't get lost: What about another MAPINFO part that also defines the vertical scroll of a SKYTEXTURE or 360° SKY to make maps like "Facing Worlds" that seem to float in the space void or something like this?!
User avatar
Eriance
Posts: 150
Joined: Wed Mar 29, 2006 19:36
Location: Everywhere and nowhere
Contact:

Re: Vertical + Horizontal Sky Scrolling

Post by Eriance »

Tormentor667 wrote:Just to make sure that this doesn't get lost: What about another MAPINFO part that also defines the vertical scroll of a SKYTEXTURE or 360° SKY to make maps like "Facing Worlds" that seem to float in the space void or something like this?!
wouldnt you use a skybox that is really high and place the skybox camera object in the middle somewhere so it cant see the floor or ceiling? Then you can scroll the sky? Cheap hack, but might work. Just make a big circulor skybox.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

You have no idea what Tormentor wants, apparently.
User avatar
Nash
Developer
Developer
Posts: 1226
Joined: Sun Sep 25, 2005 1:49
Location: Kuala Lumpur, Malaysia
Contact:

Post by Nash »

This would look absolutely BEAUTIFUL with a 360-degree skybox.
User avatar
Tormentor667
Stronghold Team
Posts: 3555
Joined: Sun Nov 13, 2005 23:15
Location: Germany
Contact:

Post by Tormentor667 »

Nash wrote:This would look absolutely BEAUTIFUL with a 360-degree skybox.
Exactly! ;)
Graf Zahl wrote:You have no idea what Tormentor wants, apparently.
Exactly! ;)
User avatar
Tormentor667
Stronghold Team
Posts: 3555
Joined: Sun Nov 13, 2005 23:15
Location: Germany
Contact:

Post by Tormentor667 »

So any news? Is it possible? Is it likely to be implemented in the next GZD?
User avatar
Paul
DRD Team Admin (Inactive)
Posts: 1058
Joined: Thu Jun 30, 2005 13:30
Location: Poland - Grojec / Radom
Contact:

Post by Paul »

Sorry if this sounds rude but you *must* get yourself some patience. It is my belief Graf has someting more important to do now, otherwise, this would be implemented long time ago. And here, in Gzdoom, everything depends on him (and partially on Zdoom and Randy). This goes double for everyone requesting new features to be added tomorrow. There's a bunch of hacks or tricks to get similair effects with a bit of creativity.
User avatar
Tormentor667
Stronghold Team
Posts: 3555
Joined: Sun Nov 13, 2005 23:15
Location: Germany
Contact:

Post by Tormentor667 »

Paul wrote:Sorry if this sounds rude but you *must* get yourself some patience.
Yeah, sure, I only wanted to know if this is possible and likely to be added to the next GZDoom, thats all :) Just a little info ;)
User avatar
Enjay
Developer
Developer
Posts: 4747
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Post by Enjay »

I was trying to do something a couple of days ago and this feature would have been very useful. Has it been forgotten about or is it something that could still happen?
User avatar
Tormentor667
Stronghold Team
Posts: 3555
Joined: Sun Nov 13, 2005 23:15
Location: Germany
Contact:

Post by Tormentor667 »

Any news? Sorry for reviving this from the dead but I still think it could be quite useful :)
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

Sorry for the wait. I didn't want to add MAPINFO incompatibilities for this but now that a mechanism is in place to add GZDoom specific options without making ZDoom complain it should be ok,
User avatar
Tormentor667
Stronghold Team
Posts: 3555
Joined: Sun Nov 13, 2005 23:15
Location: Germany
Contact:

Post by Tormentor667 »

Great, thx alot, this is greatly appreciated for Stronghold :)
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

Added. It works a little different though. You have to specify a vector that is used as the axis for the sky rotation.

I'll write some documentation tomorrow.
User avatar
Enjay
Developer
Developer
Posts: 4747
Joined: Tue Aug 30, 2005 23:19
Location: Scotland
Contact:

Post by Enjay »

Graf Zahl wrote:I'll write some documentation tomorrow.
I appreciate that you have probably been busy but, could you maybe just give the basics if you get a chance? I'd love to try this out.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

You can find it in the ZDoom Wiki.

BTW, I will gradually take down the documentation thread since most info is already in the Wiki
Locked

Return to “Closed Feature Suggestions”