Darkravers Brother@Posted: Mon Oct 12, 2009 4:22 pm :
when i add a skybox into my map

and turn on the rotation setting it will allways rotate sideways and never overhead like in unreal (remember CTF Facing Worlds)

so here is how i can eventualy bypass this by making 6 faces with simple path mesh 3x3 and turn them into a func_mover and give the this function key = bind value = func_rotating_1
then it seems to work but it's a waste of vallueable space lol allmost literaly there has to be a way to make the skybox rotate on more axes

here is what i tried


textures/skies/stars22
{
qer_editorimage textures/skies/stars22.tga
noFragment
noshadows
nooverlays
noimpact
forceOpaque // so transparent windows can draw on top of it

{
blend add
cameraCubeMap env/stars22/stars22
texgen skybox
texgen wobblesky .15 .00 .00
}
}


textures/skies/stars22
{
qer_editorimage textures/skies/stars22.tga
noFragment
noshadows
nooverlays
noimpact
forceOpaque // so transparent windows can draw on top of it

{
blend add
cameraCubeMap env/stars22/stars22
texgen skybox
texgen wobblesky .00 .15 .00
}
}


textures/skies/stars22
{
qer_editorimage textures/skies/stars22.tga
noFragment
noshadows
nooverlays
noimpact
forceOpaque // so transparent windows can draw on top of it

{
blend add
cameraCubeMap env/stars22/stars22
texgen skybox
texgen wobblesky .00 .00 .15
}
}


it doesn't matter what i try it keeps on the same old axis unless i use the spaceconsuming func_rotating :roll::roll:



rich_is_bored@Posted: Tue Oct 13, 2009 6:33 am :
I did some experimenting and either you've found a bug in the game or the usage of this keyword is very unintuitive.

When you pass a value to the z component it works as you would expect. The cubemap rotates around the z (vertical) axis.

However when you pass a value to the x or y component, it performs a static translation, meaning the cubemap has been rotated but does not stay in motion as it does when you pass a value to the z component.

I've found a fix though. Basically you just pass the x and y components an expression instead of a static value. Case in point...

Code:
textures/skies/stars22
{
   qer_editorimage textures/skies/stars22.tga
   noFragment
   noshadows
   nooverlays
   noimpact
   forceOpaque // so transparent windows can draw on top of it

   {
      blend add
      cameraCubeMap env/stars22/stars22
      texgen wobblesky (time * .15) .00 .00
   }
}


This should rotate around the x axis.

Also, note that you only need "texgen skybox" when you aren't using "texgen wobblesky". Using them both is redundant.

Thanks for bringing this to my attention. I'm going to make note of this on the wiki.



Darkravers Brother@Posted: Thu Oct 28, 2010 5:04 pm :
rich_is_bored wrote:
I did some experimenting and either you've found a bug in the game or the usage of this keyword is very unintuitive.

When you pass a value to the z component it works as you would expect. The cubemap rotates around the z (vertical) axis.

However when you pass a value to the x or y component, it performs a static translation, meaning the cubemap has been rotated but does not stay in motion as it does when you pass a value to the z component.

I've found a fix though. Basically you just pass the x and y components an expression instead of a static value. Case in point...

Code:
textures/skies/stars22
{
   qer_editorimage textures/skies/stars22.tga
   noFragment
   noshadows
   nooverlays
   noimpact
   forceOpaque // so transparent windows can draw on top of it

   {
      blend add
      cameraCubeMap env/stars22/stars22
      texgen wobblesky (time * .15) .00 .00
   }
}
This should rotate around the x axis.

Also, note that you only need "texgen skybox" when you aren't using "texgen wobblesky". Using them both is redundant.

Thanks for bringing this to my attention. I'm going to make note of this on the wiki.
thx but what you say is that i can rotate a skybox on 1 axis at a time ?



rich_is_bored@Posted: Thu Oct 28, 2010 10:45 pm :
No. You can rotate on all three axis if you like...

Code:
texgen wobblesky (time * .15) (time * .15) .15



Darkravers Brother@Posted: Fri Oct 29, 2010 2:21 pm :
wow thanks

it worked :mrgreen:
can you write an article about this preview for doomwiki ?
people might need help on this 8)


and thanks again :D



rich_is_bored@Posted: Sat Oct 30, 2010 7:13 am :
I've already covered it extensively on modwiki.



Darkravers Brother@Posted: Thu Nov 04, 2010 12:30 am :
thank you