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 Post subject: Skyportal (3D Skyboxes for vanilla D3)
PostPosted: Mon Jul 27, 2009 5:57 pm 
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I know is an easy thing to do in the SDK, but maybe someone may find it usefull.

Skyportal is not a gameplay mod, but is intended as a modder resource.
Skyportal introduces 3D Skyboxes from Resurrection of Evil to Vanilla Doom 3.
Within the code I've produced a series of assets to help producing contents taking full advantages of this system.

3D Skyboxes are a good alternative to the normal 2D one. With this system you can render real 3D objects as skybox.
You have simply to create a room with what you want to show in the skybox, even monsters.
Then with some simple steps your little room will be enlarged 16 times on the skybox.

What this mean? You can create more detailed even animate skyboxes, with better performance and less pain to create a six side cubemap as
included there are skydomes that use 360� seamless sky textures of 1024x512.

Included in the zip there is a complete manual on how setup a 3D skybox and the relative entities, with map samples and scripts.

It uses a new DLL, so you can't add other mods that have custom DLLs. But the Source code is included in the zip, so you can change it
at your pleasure and port it on Mac and Linux.

FEATURES

- Ability to make 3D Skyboxes on Vanilla Doom 3
- Html manual with all the instructions to how set up a 3D Skybox
- A set of assets to help you create your new skies, including 4 skydomes models and skies textures
- Source code to use at your pleasure (require fresh SDK installation)
- A sample map with everything setted up
- Source code included

SCREENSHOTS

http://doom3.filefront.com/screenshots/File/101239/1
http://doom3.filefront.com/screenshots/File/101239/2
http://doom3.filefront.com/screenshots/File/101239/3
http://doom3.filefront.com/screenshots/File/101239/4

A bing thanks to Simulation for his help on make the code work and his project files for the SDK.

DOWNLOAD LINKS:

http://doom3.filefront.com/file/Skyportal;101239

http://planetdoom.gamespy.com/View.php? ... tail&id=84

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 Post subject: Re: Skyportal (3D Skyboxes for vanilla D3)
PostPosted: Mon Jul 27, 2009 6:07 pm 
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This was very useful :mrgreen:
Thanks :D

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 Post subject: Re: Skyportal (3D Skyboxes for vanilla D3)
PostPosted: Tue Jul 28, 2009 10:47 am 
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Indeed! I'm already making good use of it!

Thanks!

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 Post subject: Re: Skyportal (3D Skyboxes for vanilla D3)
PostPosted: Tue Jul 28, 2009 12:50 pm 
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I forget to say an important thing about Denton's Mod users. If you use Denton's 2.02 you won't need to merge this code, as Denton already introduced this feature, but you would need the info_portalsky def file as in Denton is missing. The tutorial is the same too.

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 Post subject: Re: Skyportal (3D Skyboxes for vanilla D3)
PostPosted: Wed Aug 12, 2009 10:50 am 
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Hi Neurological!

Cool little mod, just tested it and it works like a charm...

But... I have one minor, really nitpicky-sh complain :-)

I noticed that the skyportal hasn't any parallax simulation, meaning that 3D geometry stays 100% fixed on the spot, even if you move in a big map.

I remember, long time ago someone here on forums did the trick using map scripting, but do you think it could be implemented natively in the source code, for better usability and speed?

Thanks in advance!

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 Post subject: Re: Skyportal (3D Skyboxes for vanilla D3)
PostPosted: Wed Aug 12, 2009 12:23 pm 
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pbmax made portals (including skyportals I think) that work just like they do in Prey. but I'm thinking it was for RoE/Q4 only, not plain D3.

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 Post subject: Re: Skyportal (3D Skyboxes for vanilla D3)
PostPosted: Wed Aug 12, 2009 12:45 pm 
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Rayne wrote:
Hi Neurological!

Cool little mod, just tested it and it works like a charm...

But... I have one minor, really nitpicky-sh complain :-)

I noticed that the skyportal hasn't any parallax simulation, meaning that 3D geometry stays 100% fixed on the spot, even if you move in a big map.

I remember, long time ago someone here on forums did the trick using map scripting, but do you think it could be implemented natively in the source code, for better usability and speed?

Thanks in advance!


It would be cool to add, but sadly is beyond my skills. On this one I just ported the RoE code. I'll look around for pbmax solution, anyone have a link to a discussion?

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 Post subject: Re: Skyportal (3D Skyboxes for vanilla D3)
PostPosted: Sun Dec 13, 2009 6:16 pm 
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can't find discussion, still have the maps though from 'fun with portal skies', will they be useful?

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 Post subject: Re: Skyportal (3D Skyboxes for vanilla D3)
PostPosted: Sat Dec 19, 2009 6:03 pm 
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Player view position discussion.

Theres code on the second page that i quickly wrote up for adding to the portal code copied from ROE although its not exceptionally clear on implementation.
Cant remember if i tested it or not but that whole thread should give you a good idea of what needs to be done.

http://www.doom3world.org/phpbb2/viewtopic.php?f=4&t=12367&hilit=portal+sky

Prey like portals in Doom3 discussion.


http://www.doom3world.org/phpbb2/viewtopic.php?f=1&t=12396&hilit=portal+sky


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 Post subject: Re: Skyportal (3D Skyboxes for vanilla D3)
PostPosted: Sat Dec 19, 2009 7:41 pm 
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I think the better way are skyportals as they are. You can always put position tracking in map script, and sometimes skyportals are needed as they are, space for example. Sure you can paint a skybox for that, but it'll be pretty shitty when compared to actual planets meshes for example. ;)

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 Post subject: Re: Skyportal (3D Skyboxes for vanilla D3)
PostPosted: Tue Jul 24, 2012 12:12 am 
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Afaik RoE has skyportal. Is it any good compare to this one? Is there a tutorial showing how to make and use skyportal on a map?


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 Post subject: Re: Skyportal (3D Skyboxes for vanilla D3)
PostPosted: Tue Jul 24, 2012 12:14 am 
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This is the RoE code moved over to D3.


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 Post subject: Re: Skyportal (3D Skyboxes for vanilla D3)
PostPosted: Tue Jul 24, 2012 12:30 am 
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Oh, I see.. So then it means no parallax effect in either of them ?


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 Post subject: Re: Skyportal (3D Skyboxes for vanilla D3)
PostPosted: Wed Aug 01, 2012 5:53 am 
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Ok, finally got base mod running (using player's model from Doom 3 and weapon_fists temporarily). I also integrated this portal sky mod into the code and here is what I am getting:

http://i.imgur.com/ktKty.jpg

Any idea what's the issue with that black floor? (I am using RoE's gamelib 1.3.1 as base with portal sky mod enhancements) Thanks.

EDIT: False alarm, that was our interaction.vfp acting up.


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