diff --git a/Skyboxes.md b/Skyboxes.md index e138df3..db4a779 100644 --- a/Skyboxes.md +++ b/Skyboxes.md @@ -1,8 +1,8 @@ -**sky_camera** is the entity used to create a skybox. The area around it will be projected around the map via the `tools/skybox` texture. +**sky_camera** is the entity used to create a skybox. The area around it will be projected around the map via the `tools/skybox` texture. [Click here for more information on sky_camera in Source.](https://developer.valvesoftware.com/wiki/Sky_camera) -Outside of Mapbase, sky_camera is static. Once it's been placed, the skybox can't move. You can move the sky_camera itself through things like logic_measure_direction, but it doesn't update the skybox. There is a trick to update the skybox by continuously removing and respawning the sky_camera, but this is crude and usually isn't very smooth. +Outside of Mapbase, sky_camera is static. Once it's been placed, the skybox can't move. You can move the sky_camera itself through things like logic_measure_movement, but it doesn't update the skybox. There is a trick to update the skybox by continuously removing and respawning the sky_camera, but this is a complicated workaround and usually isn't very smooth. ---- +## Moving skyboxes In Mapbase, sky_camera has been updated to support parenting and continuous updating. Not just that, but there's a new option to use the sky_camera's angles for actual skybox rotation rather than fog direction. @@ -12,14 +12,29 @@ Together, these changes create the ability for the skybox to move around freely * **Use Angles for Sky** `` - Uses angles for actual skybox rotation, as if the world were tilted on this entity's axis. --- -* **ForceUpdate** `` - Forces the 3D skybox to update with this sky_camera's position. +* **ForceUpdate** `` - Forces the 3D skybox to update with this sky_camera's position once. * **StartUpdating** `` - Begins per-tick skybox updating, which is needed if you want this sky_camera to move. * **StopUpdating** `` - Ends per-tick skybox updating if it was enabled before. There's also a spawnflag for a sky_camera to spawn continuously updating its position. ---- +## Multiple skyboxes HL2: Downfall's multiple skybox support has been added as well. -(todo) \ No newline at end of file +(todo) + +## Sky color + +Mapbase adds the ability to use a specific solid color instead of a sky texture, controlled with the `SetSkyColor` input on sky_camera. The color is enabled and disabled through the "alpha" value, or the 4th number in a color. For example, you could use `SetSkyColor > 0 255 0` to turn the sky green and `SetSkyColor > 0 255 0 0` to turn the sky back to normal. Blending the sky color with the skybox was attempted, but is unfortunately not possible. Any alpha value above 0 enables the solid effect while 0 disables it. + +This was intended to be used to make the skybox match the color of dense fog, but HDR causes a noticeable contrast in between the world and the sky. The pictures below show a skybox with thick blueish fog and the result of setting the sky to the same color, highlighting the HDR problem. + +

+ + +

+ +## New fog inputs/keyvalues + +`sky_camera` now has inputs and keyvalues from `env_fog_controller`, which allows for more skybox fog control. Lerping is not yet supported. \ No newline at end of file