Ok can this be done 2 sky boxes in RED????
I know how to do this in UnrealEd but can it be done in Red????
I don't think so but perhaps someone knows a workaround
http://gadgets.freebiejeebies.co.uk/156057
Assman15
Posted 10th Oct 2007 10:43pm
Post 715 / 2085
I doubt it. Red Faction's skybox rendering wasn't exactly amazing for it's time. I lacks many features, so I doubt having multiple skyboxes is an option.
Other than make a giant box around the part of the level you want your second skybox in and texture it like a skybox... I don't think you can have 2 actual skyboxes (plus the above workaround will look poor I feel )
Why don't you make huge air brushes instead, they could do the same job, not as nice but... Perhaps RFs clipping is too near for that, though. Dont know.
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤
goober
Posted 11th Oct 2007 7:40pm
L4Y Member Post 5922 / 265
not with a light fog
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord
I suppose I could make one half of the sky box daytime and the other half night time and just position the windows in a level carefully. Well maybe in a future map.
http://gadgets.freebiejeebies.co.uk/156057
Ghostkid
Posted 12th Oct 2007 12:36pm
Invisible Kid L4Y Member Post 1137 / 2212
I think its for a MP map, so i Load_level isnt possible
impossible at this point... again without a recoding of the engine of course.
However, you CAN use my transparent mover trick to move a brush with the decals texture on it... It won't be a decal but will serve the same function...
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord
Just make the section of the level with the second skybox a totally different level with a loading transition between both skyboxes.
wakey1512
Posted 7th Jan 2008 10:38am
L4Y Member Post 105 / 154
I do not class 2 months as 'old'.
Beatonator
Posted 7th Jan 2008 1:37pm
Post 2144 / 3716
this could be possible depending on the usage of the skybox required?
If its windows on either side of the level you could texture the skybox sides differently... (still try to keep a smooth transition)
Or if its over head in 2 different areas, I guess you could rotate the skybox when the player is in the second half of the map... although this could make some players on the other side see the second part of the sky in the first part...area .
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