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Feature Request: Show skybox cubemap. #96
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Thank you. Atm I'm in creation of huge skies pack for mapping and got feeling that this would be worthy, at least for previewing boxes. |
Rendering part of cubemap looks optimal in terms of features, idk how messy is implementing this, at least is not super trivial. |
How would it work when differentiating between shader usage for Quake 3 engines vs no shader for legacy engines? Not to mention mtr for tech4 if supported. |
It wont, would need to render sky box, as in engine (speaking of case, when sky is defined by some key, right?).
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Added Q3 skyboxes rendering like in CoD2 d3e48d8. |
logic: load 6 skybox textures when shader gets used by scene, don't unload dynamically, just on 'flush' texture browser only uses normal preview image and doesn't trigger potentially heavy box loading also fix R_ResampleTexture for [2+x upscaling
Been a while since this post, however just wanted to say a big thank-you for implementing this! Really makes the adjustment of the the _sun light angle to match the skybox much easier too! Understanding _skybox is part of the bsp build, however I am aware that the Star Trek Elite Force II UberRadiant (part of STEF2 UberTools GDK) has capability to render the skyportal geometry, which I think you could offset its movement based on the 3D camera view, relative to the origin of the world (0,0,0) which is scaled by the skyportal 'scale' factor. In UberRadiant, set up is basically create a script_skyorigin entity (much akin to the misc_skyportal / props_skyportal) and 'F10' enables the Skyportal view as the 3D camera background. This is refreshed to take whatever the visible state of the map is, so you can see I've hidden some walls which make it hidden in the 3D camera background accordingly. If you are interested, you can test for yourself. |
Basically the feature in JACKHAMMER / CoD2Radiant / CoD4Radiant, which reads the sky shaders in the editor and projects them as a cubemap as they would be seen in-game. It's kind of a minor cosmetic, but I feel it adds nicely to the editor and mapping experience of being able to visualise the selected skybox. If you are to investigate this (would be most appreciative!) bonus points if you can also somehow get it to render the props_skyportal / misc_skyportal entities as well! (maybe even the q3map2 _skybox entity which visualises 'scaled' geometry).
As a side note of appreciation; Thank you for developing such a robust Radiant! I've been using basically all variations of Radiant under the sun since around 2007, this by far is the most cleanest and reliable one I have used, and most versatile as well. I honestly cannot use another editor without feeling that same sense of competency and comfort as I do with Radiant.
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