You'll need to create an point entity that you put in each area of the map with a skybox, then add a think function to the player that checks which point you're closest too and sets the m_skybox3d accordingly. Worked for me!
On Sun, 12 Dec 2004 01:00:54 -0500, Phil Bowens <[EMAIL PROTECTED]> wrote: > [ I sent an email earlier about player models with no responses-- I > suppose most of you are waiting for hl2mp src (if it does arrive) to > sort this out. I've made some progress but its been put on the > backburner to make room for other tests. Anyhow, hopefully I'll have > better luck with this next subject ] > > Before the SDK was released I read somewhere that it's 'possible' to > have multiple skyboxes. I see that the framework is in the SDK, but I > have some questions.. :) > > In Sky_Camera.cpp there is a 'global' sky_camera list, but I'm not > sure how to tell the engine which sky_camera to use. Does anyone have > any suggestions on the best way to implement it? I have a few ideas > bouncing around in my head (like making a sky_area brush entity that a > sky_camera would refer to) but none seem good enough. > > Even though one may be able to tweak the game to have more than one > skybox by defining more than one sky_camera and link it to certain > areas, it still seems like there is a limitation for only one material > set for the toolsskybox material itself, which is set in the world > entity. I noticed in world.cpp that the 'skyname' field for the world > entity is only used to set the sv_skyname parameter (I'm guessing for > debugging/testing/etc).. This leads me to infer that the engine sets > what materials to use for skybox rendering BEFORE the game gets to > read the world ent... Am I mistaken? Any way to tell the engine to > load a different materialset for the skybox during a game-in-progress? > A cursory review of the client engine interface didn't turn up any > results. > > So, this all led to a suggestion from the art team that perhaps a VMT > may be able to define multiple textures in the skybox material shader > scripts, which in turn the game code can reference. Unfortunately, I > also see that the documentation is a little sketchy about all the > different shader properties.. is there a list anywhere explaining all > the properties for things like "Cloud" or "lightmappedgeneric" ? Is it > possible to define custom shader script directives, or is this > strictly an engine thing? > > </near-infinite list of questions> > > Thanks > > -- > Phil Bowens > > He is the greatest of warriors who overcomes and subdues himself. > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders