Hello!
Have skyroom or portal sky been implemented in modern engine?
I see warsaw has dynamic portal sky but this is not quake 1 !
is this great feature in fteqw or darkplaces or update engine? can be added for mappers so we have moving object in sky?
srry for bad english
skyroom, portal in modern quake
Re: skyroom, portal in modern quake
you can do it with csqc.
make a sky shader that shows nothing but depth. set its sort order to be drawn first.
in your csqc code, clear the scene (this sets defaults), set the view position to the center of your sky room, render the scene. Clear the scene again (resetting the view position), and draw as normal.
Your depth-only sky shader will mask out the sky, so nothing will incorrectly be drawn behind the sky poly, preserving the skyroom, other geometry will be drawn infront (you can get away with a nodraw sky shader for well-designed maps).
You can add entities within the skyroom if you want, the same was as ents are added for the regular view.
Engines won't do this automatically. They have no idea where the center of the skyroom is.
make a sky shader that shows nothing but depth. set its sort order to be drawn first.
in your csqc code, clear the scene (this sets defaults), set the view position to the center of your sky room, render the scene. Clear the scene again (resetting the view position), and draw as normal.
Your depth-only sky shader will mask out the sky, so nothing will incorrectly be drawn behind the sky poly, preserving the skyroom, other geometry will be drawn infront (you can get away with a nodraw sky shader for well-designed maps).
You can add entities within the skyroom if you want, the same was as ents are added for the regular view.
Engines won't do this automatically. They have no idea where the center of the skyroom is.
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zeropariah
- Posts: 3
- Joined: Mon Sep 05, 2011 9:32 pm
Re: skyroom, portal in modern quake
Thank for you make explain !
i need learn csqc will keep update !!
i need learn csqc will keep update !!
Re: skyroom, portal in modern quake
I'm guessing this is trying to do something similar to the q3map2 portal sky hack except you can put moving entities in it? Maybe I'm just not understanding the question correctly or what is trying to be accomplished, but how would this solution draw entities/bmodels/etc outside of the regular skybox extents?
I haven't attempted any of this (I'll try it out tonight if I can find some time since this seems like a interesting trick), but it does lead to some questions...
If this does work then wouldn't this have to be massive? As in much larger than the actual map since it isn't scaling anything up (like q3map would with its portal sky hack). It kind of seems self-defeating if this is the case?
If this does need to be massive then wouldn't it work just as well to put the entities in the map on the inside of the skybox rather than just "appearing" outside of the map extents projected from a giant skybox in some other location?
Is there any way to scale the rendered view from the "portal sky" (or whatever this would be called?) differently than the regular view in CSQC?
Will this cause the sky and any objects in it to always be drawn? Would you need to set the view angles and would it only render what is directly in front of its view?
I haven't attempted any of this (I'll try it out tonight if I can find some time since this seems like a interesting trick), but it does lead to some questions...
If this does work then wouldn't this have to be massive? As in much larger than the actual map since it isn't scaling anything up (like q3map would with its portal sky hack). It kind of seems self-defeating if this is the case?
If this does need to be massive then wouldn't it work just as well to put the entities in the map on the inside of the skybox rather than just "appearing" outside of the map extents projected from a giant skybox in some other location?
Is there any way to scale the rendered view from the "portal sky" (or whatever this would be called?) differently than the regular view in CSQC?
Will this cause the sky and any objects in it to always be drawn? Would you need to set the view angles and would it only render what is directly in front of its view?
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zeropariah
- Posts: 3
- Joined: Mon Sep 05, 2011 9:32 pm
Re: skyroom, portal in modern quake
i make in sky airjet for look like war on map and for look like flying in sky
what are your question meaning ?
i look for csqc but not finding many to start

what are your question meaning ?
i look for csqc but not finding many to start
Re: skyroom, portal in modern quake
its basically the same as a portal in q3, aye. If you got the angles and origins right, you could potentially make a cheesy q3-like teleporter the same way, yeah.
scale is relative. bigger skyroom = distances appear further. You can use .scale to resize certain ents as well if you need to.
you can tweek the fov if you want to make things seem a little closer, I guess.
Seeing as the viewpoint will always be exactly centered, the entire room will appear as a huge room an infinite distance away. You can choose to let the skyroom's view position move with the regular view with some fraction of the position offset to make it feel a little closer, and yeah, any entities in there will logically appear absolutely huge
making an ent visible inside the skyroom is a pain, yes. csqc is fully able to add entities as it chooses, but it may need to spawn them locally as server-side ones will be culled by pvs and not sent.
scale is relative. bigger skyroom = distances appear further. You can use .scale to resize certain ents as well if you need to.
you can tweek the fov if you want to make things seem a little closer, I guess.
Seeing as the viewpoint will always be exactly centered, the entire room will appear as a huge room an infinite distance away. You can choose to let the skyroom's view position move with the regular view with some fraction of the position offset to make it feel a little closer, and yeah, any entities in there will logically appear absolutely huge
making an ent visible inside the skyroom is a pain, yes. csqc is fully able to add entities as it chooses, but it may need to spawn them locally as server-side ones will be culled by pvs and not sent.