Grenades bouncing off Skybox


Rolk
12-01-2005, 10:05 PM
Any way to fix this? I want to make it so you can throw a grenade through the skybox texture for my next version of Arras.

However the grenade just bounces off the skybox...

StreamlineData
12-01-2005, 10:12 PM
Um... no idea. Don't think so.

Here's something I was going to do with my map... Use a regular skybox "sky", set it higher than you intend it to be, create a fog layer where the original skybox height was... and make it dense fog.

Looks like clouds :)

Wile E Coyote
12-01-2005, 10:26 PM
Ummmm.. the short answer is NO.

The skybox isn't just a guideline for placing the sky.... it is literally the edge of the map. There is no map beyond it. Period.

If you want to limit the edge of how far your player can go, but still want the grenades and other junk to fly past it, make your map bigger on the edes (I am assuming you are talking about the edges/sides of the map) and use the "playerclip" (or whatever it's called) to stop players from roaming beyond the playable area.

Ca-Chicken-Soup
12-01-2005, 10:27 PM
You can do this, it's very simple; just make the brush for the skybox higher so it has nothing to hit! thats what I've done with my map and the rifle nades only hit at the peak of their trajectory (spelling).

This does cause some conflicts with the rules of optimization but if you do it smart enough it isn't that bad, after all; making it higher just adds another 2 polygons per side per 128 units (this is a guess on units, whats the split face distance?).

There is no way to throw anything 'through' the skybox without some serious modding, I pretty sure the engine can't 'render' anything not encased in brushes (Hence entities outside the skybox are enclosed in a world brush).

To streamlinedata : Not sure what you mean, if you make the skybox higher it looks exactly the same as if it is lower. Any pixel that is rendered as 'skybox texture' is replaced with the func_skycam view + skybox background.
Oh also I noticed this on a CSS example map (must have been Cobble) , there is a cloud model that is large and round and animated I think, put that into your 3D skybox area over the skycam. Putting fog into the aucutal map is probaly not a good idea, the 3D skybox renders less.

:D Hope that answers your q lol.

Bo0stBo0st
12-04-2005, 05:13 AM
I like the idea of the clouds. Is this possible?

cheese-sarnie
12-04-2005, 05:38 AM
Originally posted by Bo0stBo0st
I like the idea of the clouds. Is this possible?

yep
you can do moving clouds, a bit like in bf2 tho' not as nice or as easy, i think you need to use dust nodes not sure.
check out the cs:s map de_crookcounty ;)

Unk
12-04-2005, 11:06 AM
there is a model you can use

Ginger Lord
12-04-2005, 12:01 PM
No idea if it would work or not, but maybe areaportals/occluders instead of the vertical sky blocks inside the map.

Obviously you have the sky around the edges and top of the map, but in the bits where you want to shoot over, instead of a vertical sky brush, maybe areaportals.

Like I said, no idea if it would work.

SgtPoisonMiller
12-04-2005, 12:10 PM
Or... you could just line the skybox with teleport brush entities so that when you shoot something into it then it teleports it into some mysterious land..

that maybe be what the last guy just said but... i just woke up...

*yawn*

StreamlineData
12-04-2005, 05:39 PM
Originally posted by SgtPoisonMiller
Or... you could just line the skybox with teleport brush entities so that when you shoot something into it then it teleports it into some mysterious land..

that maybe be what the last guy just said but... i just woke up...

*yawn* lol... teleports only work with players :P

SgtPoisonMiller
12-04-2005, 05:51 PM
Rofl, No they dont...

in my dod_amaze_b2v2 map you can throw anything into the tele-area and it teleports it... Grenades, People, NPCs, w/e.. it teleports it...

theres a flag on teleport masters or w/e they're called that says "Everything", which tells the teleport area to teleport anything and everything (but BSP) that goes into it.

pssh... map newb*... :D



*j/k

StreamlineData
12-04-2005, 08:38 PM
Originally posted by SgtPoisonMiller
Rofl, No they dont...

in my dod_amaze_b2v2 map you can throw anything into the tele-area and it teleports it... Grenades, People, NPCs, w/e.. it teleports it...

theres a flag on teleport masters or w/e they're called that says "Everything", which tells the teleport area to teleport anything and everything (but BSP) that goes into it.oh.. really?

oh. haha.. i was probly thinking of the teleports in 1.3, then :p

SgtPoisonMiller
12-05-2005, 02:56 PM
Ya, one guy got pissed off in my map because when he tried to throw a grenade into his spawn, or enemy spawn, it didnt go off..

he wasted 4 lives trying to throw a grenade into enemy spawn...

great stuff....

what's really great if a few spawn campers try to go into enemy spawn, they get teleported to a death-room, and die slowly... but then some guy tries to throw a grenade into enemy spawn and kills the guys in the deathroom... :D

Ca-Chicken-Soup
12-05-2005, 03:49 PM
Originally posted by SgtPoisonMiller
what's really great if a few spawn campers try to go into enemy spawn, they get teleported to a death-room, and die slowly...

Like 'ol anzio :)
The teleporters could work, there is a flag "Work on all entities". But it would have to be used with the func(?)_landmark option; so that the nade when teleported does not fall out of a fixed point somewhere else everytime. (Hard to explain but you get the idea)

SgtPoisonMiller
12-05-2005, 03:57 PM
what I was talking about is it teleports the nade to time long long ago, in a place far far away....


...



I.... AM... your father.

jcb
12-06-2005, 06:41 PM
i think teleports are the best way to do it

but.. someone mentioned it only affects players. i'm not certain because i haven't tried, but i do remember a CSS map that had teleports you could toss nades into - and they would teleport.

StreamlineData
12-06-2005, 10:02 PM
Originally posted by jcb
i think teleports are the best way to do it

but.. someone mentioned it only affects players. i'm not certain because i haven't tried, but i do remember a CSS map that had teleports you could toss nades into - and they would teleport. I mentioned that it only affects players, and apparently I'm wrong. So disregard my past statement.

However, I don't think teleporters would work very well. The entry point will have to be exactly where the grenade will go, and the exit be anywhere the grenade is suppose to "come down".

Both could be absolutely anywhere, with any length of distance apart. Simply, in order for teleporters to work, they'd have to be 100% dynamic. And thats just not possible right now.

It would be best just to create some cloud models, or attempt to try what I suggested.

On that point, how do I create fog in only certain areas of my map? Like how Mike Kennely has with his map, dod_bleakhill?

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