View Full Version : idea i came up with... someone may find this useful
10-02-2003, 05:14 AM
instead of the usual "camera" where you used a cameratextureclient etc etc... i thought... hey! why not use a skyzoneinfo! this avoids some of the limitations like bad quality. just place the sky zone info where you want the "camera" 2 be and set the "screen"s texture to fake backdrop. If u use a method of having multiple skyboxes you can have your normal skybox as well as this camera one. this method has some limitations... i found myself sometimes looking through walls and having a "double image" overlayed. i think its to do with what angle you put it at relative 2 the original room. in the example map below it seems 2 work fine. also im not sure if you can make a skyzoneinfo "bdirectional" so you can adjust which way the "camera" points, anyway try it out. not sure if anyone has thought of or used this b4.
i made an example map for this idea:
10-02-2003, 04:36 PM
That's a nice idea but there are 2 problems:
1-A normal camera projects a 2D represntation of the 3d world on a screen, where as this sends a 3D represntation. Thus, if you move around, the camera angel moves around.
2-The image is magnified greatly, unless you made a smaller model of it. This however increases file size / lowers FPS and you don't have players on screen.
I suggest if you wan't to carry on is to line the edges with a static mesh frame. As long as a visible part of the mesh is inside of the FOV and in subtracted matter, it will be rendered, even through the fake backdrop wall.
10-02-2003, 07:37 PM
yea it does have flaws, i dont have any particular use for it... someone else might i dunno
10-02-2003, 09:01 PM
Still. Was a good idea :D
10-02-2003, 09:09 PM
10-03-2003, 02:56 AM
I'm not sure if there is a way to tag/identify different skyzones...but I've experimented with this idea too.
Makes for a cool "3D" or holographic screen - I had a pedestal in the centre of the room...with an 8-sided crystal (each face set to FakeBackdrop).
You could walk around the crystal and look around the skybox. I had the sky set up nicely, and some very basic pyramids that served as mountains if the player was looking downwards.
All up it gave the illusion you were looking out of the crystal ball from a great height above the landscape below.
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