Skyportal questions

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Post Reply
EmeraldTiger
Posts: 392
Joined: Fri Sep 17, 2010 1:53 am

Skyportal questions

Post by EmeraldTiger »

When I work on my next Q3 map (sorry, Red Snakes might be delayed even further because I just have other projects that I`d like to do) I`m going for a Tokyo metropolitan style. I`ve heard of something called "skyportals" which allows you to draw 3D geometry in the skybox. I`ve seen it before, and being awestruck by it`s convincing effects I wanted to give it a test drive, so I can have authentic-looking tall skyscrapers.

I know I should make some small box separated from the actual map, and put a "skyportal" brush entity in the middle, and then place geometry inside the box but outside the portal. Question is, how do I make it show up in the map? Do I stick a "portal" shader where I would normally put a sky shader, then use misc_portal_surface? If so, should the misc_portal_surface be linked to the skyportal entity with a target / targetname function?

Thanks in advance.
[color=#00FF00][b]EmeraldProductions[/b][/color]
http://emeraldproductions.weebly.com/index.html
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Skyportal questions

Post by obsidian »

It's an actual entity that acts as a camera and projects the view of the minibox onto the skybox.
http://www.splashdamage.com/forums/show ... php?t=5053


Q3Map2 Extras is a custom updated pack of developer stuff that you should download. Bunch of Q3Map2 updated shaders and entity definition files and other goodies:
http://robotrenegade.com/radiant/downloads.html
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
EmeraldTiger
Posts: 392
Joined: Fri Sep 17, 2010 1:53 am

Re: Skyportal questions

Post by EmeraldTiger »

Thanks! I got the skyportal mostly working, though for some reason it causes my map to leak. The compiler doesn`t report a leak, the textures used for the outer boundaries block vis, and the skyportal entity is within the boundaries, but when I noclip into the void and fire a rocket with r_showtris 1, (a test I do to ensure no leaks are existing) the rocket projectile does draw. I`m not sure if it`s because I`m just doing a fullbright compile right now, but just in case, here`s the report.
[color=#00FF00][b]EmeraldProductions[/b][/color]
http://emeraldproductions.weebly.com/index.html
EmeraldTiger
Posts: 392
Joined: Fri Sep 17, 2010 1:53 am

Re: Skyportal questions

Post by EmeraldTiger »

Bump.
[color=#00FF00][b]EmeraldProductions[/b][/color]
http://emeraldproductions.weebly.com/index.html
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Skyportal questions

Post by obsidian »

If your map leaks, it won't compile and you won't be able to run the map. If it has a problem with visibility culling, then load and check your .prt file.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Post Reply