Well if you fly throught the map (as ghost) in UT you’ll see that the skyboz is actually a small box drawn at a distance from the game map.
I believe they render the skybox with a camera that can rotate but that is fixed in the center of the box. After that the view from the players camera is rendered.
Donno if its some sorft of dubble buffering. But how do you render something and then render of the same frame again without losing the previous frame. With this done you can have an HUGE world but with a small skybox, this saves some texture memory.
Hope you’ll understand what im trying to tell, but does anyone know if its true or that my theory is correct??
The skycam is a copy of the normal camera, but i have removed the keyboard movement functions. In the mouselook function i had SetCursorPos(width, height). Width and height are the window size.
First i update any mousemovement in the skycam but i dont set the cursor in the middle yet. Afther that i update the playercam and in the playercam i do set the cursor in the center of the window.
The result is the UT skybox
edit
damn not quite yet. the size of the skybox has influence in the drawdistance.
[This message has been edited by GL_ZERO (edited 09-05-2003).]
Here are the UT2003 screens (they used the same method in the 1st UT) Type “ghost” in the console command for noclipping mode and fly around and outside the map 2 see what i mean.
Normal sceen as you would see during gameplay Screen00000
Screen outside the map, still a normal skybox Screen00001
And here is my version, use the UT2003 textures My Screen
The skybox has a size of 1.0f while the grid you see it 20.0fx20.0f. I alwasy wondered how Epic did that (i didnt know anything from opengl programming then) and now i have my own
[This message has been edited by GL_ZERO (edited 09-07-2003).]
It’s possible to follow your project with your website ?
I’m programming an engine too and I make my maps under UnrealEd 3.0, I export them into .t3d file and I clean the file with my own program for keeping only what I need.
Here’re some screenshots :
The T3D Converter :
The T3D Engine :
The MDL Loader :
The MD2 Loader
The MS3D Loader
The Engine (map global view)
As you can see, I’ve many things to fix for the models loader because the fog is not applyed on them so many many work for only one man (me )
[This message has been edited by Leyder Dylan (edited 09-09-2003).]
WOW your engine is really kewl and your working with UnrealEd 3.0 to. I never got the hang of it (UnrealED) so i make all my stuff in 3ds Max and use it with a 3ds importer ASE or a complete opengl converted code. Im still stugglin gto get a good importer that has all the animation data. I got FlexExporter and it exports fine now i need to write/find an importer for ir